A Haymarket publication
December 1986/January 1987 £1
1
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PRINTERS AND SOFTWARE FOR TOP RESULTS
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WIN A LEVEL 9 YEAR PLANNER AND PEN
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LICENSED FROM
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GAMES
If you have any difficulty in obtaining your copy of Football Manager for the MSX please send your cheque or postal order to:
Endurance Games Ltd, 28 Little Park Gardens, Enfield, Middlesex EN2 6PG. Tel: 01-367 8213.
Don’t forget to include your name and address and please allow 28 days for delivery.
REGULARS
4 NEWS. Read all about it —
four pages of the latest MSX
developments.
8 POSTBAG. Hints, queries,
criticisms or praise — keep
those letters coming.
25 READER INFO. Find out
what we’ve done in the past and
what we are up to in the future.
Don’t forget to take out a
subscription.
65 HIGH SCORES. More dedi-
cated joystick bashers join our
high score hall of fame.
66 CLUBS. Join an MSX club
and learn how to make friends
and influence people.
FEATURES
14 TOP GAMES. Need ideas
for Christmas? Martin Banks
tells us his all time favourite top
MSX game hits.
33 COMPETITION. Don think-
ing caps for our caption com-
petition and win a Level Nine
year planner and pen.
34 DESKTOP PUBLISHING.
It’s the talk of the town, so find
out how to produce profession-
al-looking documents.
57 COMPETITION WINNERS.
We list the lucky competition
winners including those from
the software review challenge.
DEPARTMENTS
18 BASIC. Tim Markes final-
ises his Basic series and begins
a Basic programming ques-
tions and answer column.
21 ADVENTURE QUEST.
More problems solved in the
weird and wonderful world of
adventure.
30 ARCADE HINTS. Starting
this month, a hint and tip
session for arcade game
addicts.
REVIEWS
26 PRINTERS. What should
you look for in a printer? Steven
Mansfield puts together an
interesting selection and helps
you choose the right one.
38 SOFTWARE SCENE. MSX
software production is on the
increase.
LISTINGS
52 Flex those fingers, tap those
keys — it’s listings time.
DECEMBER 1986/JANUARY 1987
MSX hardware will be harder to find in the shops next year.
Many of the manufacturers have now completely ex-
hausted their stocks in this country and are unwilling to
commit themselves either to bring in new supplies of the
familiar MSX-1 machines or to launch MSX-2 in the
foreseeable future. The companies which have effectively
closed their UK MSX operations are Toshiba, Mitsubishi,
Panasonic, Sony and Sanyo. Once dealers’ existing stocks
of these machines are sold, there will be no more from the
manufacturers to replace them.
Companies still marketing their MSX products are
Yamaha and Spectravideo. Yamaha rightly sees the
enhanced music capabilities of the CX5MII as a unique
selling point taking it out of the normal home computer
market. Spectravideo also has an enhanced machine, the
X’Press, which is now being marketed more as a low-cost
CP/M micro in the Amstrad mould than as a pure MSX. JVC
retains some small stocks of the HC-7GB, though what will
happen when these run out, probably just after Christmas, is
anyone’s guess.
What does this mean for MSX users? It’s not all doom and
gloom. The software scene is surprisingly healthy, as the
review pages in this issue testify. The signs are that even if
no-one ever sold another MSX in this country ever again,
the existing user base, variously estimated at about
250,000, would be enough to ensure continuing support
from software houses. Meanwhile the runaway success of
MSX in the rest of Europe should ensure plenty of support
from across the channel.
This issue of MSX Computing features some year-end
changes. Out goes the old Basic programming course,
having reached its logical conclusion, and in comes a new
question-and-answer programming workshop. We have
also managed to find space for something many of you have
requested, a regular forum on arcade games, similar to
Mike Gerrard’s popular adventure department. These
features can only thrive through your support, so keep the
questions, information and comments coming.
The editor welcomes any corrections or additions. Prices quoted in
editorial and advertisements are correct at the time of going to press but
may be subject to variation.
Every care is taken in compiling the contents of this magazine to ensure
that they are correct and accurate, but the publisher assumes no
responsibility for any effect from errors or omissions. All material published
in MSX Computing is copyright and reproduction in whole or in part is
forbidden, except by permission of the publishers.
Editorial, advertising and circulation departments: Haymarket Publishing
Ltd., 38-42 Hampton Road, Teddington, Middlesex TW1 1 0JE
Telephone: 01-977 8787
Photosetting and litho origination by Meadway Graphics, Carlisle House,
198 Victoria Road, Romford, Essex RL1 2NX. Printed by: Chase Webb
Offset, Plymouth
(6) 1986 Haymarket Publishing Ltd
EDITORIAL
Editor: Simon Craven
Art Editor: Tony Baldwin
Photography: Mike Cameron
Publisher: Gareth Renowden
Publishing Director: Patrick
Fuller
ADVERTISING
Advertising Manager: Neil
Alldritt
Production Manager: Dominic
Negus
Production Assistant: Julia Bell
Advertisement Director:
Chandra Harrison
Front cover illustration by Pentrix.
Technical queries: we regret
these cannot be answered over
the telephone. However, should
you wish to write in we will
endeavour to answer any queries
through the magazine.
UK £16
Europe ‘ £20
Overseas £20
Airmail/Middle East £35
Airmail/USA, Can, Afr, Ind £42
Airmail/Aust, NZ, Japan £45
Samleco’s up-market Epson competitor
Competitively speaking
Prestel link
with Gold
Good news for subscribers to
Prestel, British Telecom’s pub-
lic videotex service — from
early December subscribers
will be able to access Telecom
Gold, British Telecom’s elec-
tronic mail system.
The move follows the crea-
tion of a new X 29 — based
gateway link between the two
services and is the first stage in
establishing full communica-
tion between the two networks.
The X 29 gateway has been
developed to improve the re-
ception of Telecom Gold on
videotex terminals.
One of the main advantages
of the link is that information
sent on a “scrolling” ASCII-type
terminal will be formatted in a
Prestel page style which has 24
lines with 40 characters to a
line.
Another asset is that Tele-
com Gold will look much more
elegant on a videotex terminal,
with the last two or three lines of
message carried forward to the
top of the next page for easier
reading.
Additional features of the link
include text editing prior to
transmission as well as simple
access enabling the user to go
straight to an ID entry point.
If you are worried about the
extra cost, don’t be, because
Prestel users will only pay the
equivalent of a local telephone
call plus both service charges.
For more details contact
Prestel on 01 -822 1 056.
Just arrived
Bernard Babani has just pub-
lished its new 1 987 catalogue.
As well as listing books
dealing with MSX micros speci-
fically such as An Introduction
to MSX BASIC by R. A. and J.W.
Penfold or Easy Add-On Pro-
jects for Amstrad and MSX
Computers by O. Bishop, the
catalogue also lists many
books dealing with all aspects
of computer programming.
Obtain a free copy by send-
ing your name and address to
Bernard Babani at The Gram-
pians, Shepherds Bush Road,
London W6 7NF.
Tel: 01-603 7296.
Samleco has added a new dot
matrix printer, the DX-136 re-
tailing at £350, to its existing
range of competitively priced
printers.
The printer is intended to
compete with the Epson printer
range, particularly the very
widely used FX 1 00 model, and
has many similar features.
The 132 column DX-136
printer has a speed of 120
characters per second and a 9
Konix has finally got itself
together and can now meet the
demand for its Speed King
joystick.
Since last January UK de-
mand has outstripped supplies
three times over which meant a
long wait for customers eager
to get their hands on one.
Things got so bad for Konix
that it had to turn down an order
for 60,000 joysticks this Sum-
mer. Konix managing director,
Wyn Holloway, is optimistic
about meeting future demands
and says, “Now that the joystick
can be produced in sufficient
quantities we can concentrate
on ensuring the best joystick
yet is also the best selling
joystick yet.”
Chunky and black with red
stripes, the Speed King joystick
has one firing button, micros-
witch control, and retails at
by 9 pin head character matrix.
It can produce draft, corres-
pondence as well as near letter
quality print.
Other printer features in-
clude a number of different
typestyles such as enlarged,
sub-script and italics plus eight
international languages. The
DX-136 is provided with a
tractor feed and has an alterna-
tive friction feed attachment.
The special MSX character
£12.95. It is available from most
computer shops or by mail
order direct from Konix, Unit
set is not included in the printer,
but it is MSX compatible with
the parallel interface cartridge
— included in £350 price tag.
Alphatech is the main distri-
butor for Samleco and will be
supplying the printer to dealers
around the country.
Further information on dis-
tribution can be obtained from
Alphatech, Marlow Road,
Bourne End, Bucks, SL8 SSP.
Tel: (06285) 31411.
12-14 Sirhowy Hill Industrial
Estate, Tredegar Gwent, South
Wales, NP2 4QZ.
Sputnik shock horror. . .
King size
fraud
Watch out, watch out there’s a
fraud about! Andrew Steele of
Cheshire wrote in to warn us
about King Size by Robtech.
He purchased the game cas-
sette from a branch of John
Menzies in Edinburgh for
£9.95, and was horrified to find
that it was a direct rip off from
not only our magazine listings,
but bona fide games manufac-
turers as well.
The case cover advises us-
ers that the games cassette
contains 50 games, but what it
doesn’t say is that at least 1 2 of
the games are direct copies of
games listings published by
MSX Computing over the past
year.
Nor does it mention that a
game called Golf on the tape is
an identical copy of Crazy Golf
by Mr Micro.
We contacted John Menzies
in Edinburgh and Nick Gregory,
product manager of home com-
puters, told us that after receiv-
ing this information Menzies
has decided to discontinue
selling King Size.
You might be forgiven for
thinking that this mind-man-
gling crew is the cast for
Konami’s latest zap-a-minute
cartridge game. In fact it is a
collective mug shot of the
entrancingly awful Sigue Sigue
Sputnik, a group whose main
aim in life is to make Frankie
Goes to Hollywood look like the
Dagenham Girl Pipers.
We know we need a pretty
bullet-proof excuse for blight-
ing the pages of your favourite
computer magazine with the
grim visages of the boys behind
Love Missile Fill, to mention
but one of their hideous sound
creations, but this particular
picture (part of an album cover)
was hard to ignore. Why is it, we
wonder, that arch-Sputnik
Tony James (left) is wearing a
top hat with MSX written all over
it? Maybe there is going to be a
computer program featuring
these talent-free terrors.
Konami has grown from suc-
cess to success in the last two
years and its operations have
spread worldwide culminating
in the opening of a new head-
quarters in Japan.
Cartridge software for MSX
has been a bit thin on the
ground recently, but Konami
are hoping to release two
arcade games and Games
Master, all in cartridge form,
before 1 987.
Games Master is a program
designed to enhance your play
of Konami’s other cartridge
Fido
update
This one wasn’t our fault,
honest. If you’ve been ringing
the Stockton Fido computer
bulletin board, you probably
haven’t been getting the right
number. The board recently
moved to (0642) 605838, 6pm
to 6am. Use 300 baud.
games and plugs into the
second cartridge port.
Once plugged in, players can
alter stage numbers, player
numbers as well as changing
the ranking mode whenever he
wishes.
The advantage is that when
playing a game where you have
to complete the lower levels
before moving to a higher level,
you can bypass this occa-
sionally tedious process and
just move straight to a new
higher level.
In addition, players can save
games on tape or disk and also
print the scores out.
Games Master costs £1 5.95
and will be available in early
December.
Green Beret is a high action
arcade game featuring the
player trying to get through
German lines while avoiding all
the dangerous obstacles such
as guns and tanks which inevit-
ably accompany such a
dangerous mission.
Costing £1 5.95, the cartridge
will be available just before
Christmas.
MSXGolf
missing lines
turn up
Funny things, program listings.
Sometimes we wonder just
how many people actually
bother to type them in.
Until, that is, something goes
wrong. The Golf listing in the
last issue got a few lines
chopped out of the middle, and
several hundred of you rang in
to let us know. The omission
was entirely your editor’s fault,
so naturally he got someone
else to find the missing chunk of
program. Eventually the crucial
lines of code were found adher-
ing sneakily to the underside of
contributor Phil Rotsky’s ghast-
ly plastic briefcase.
2670 PRESET (8,1 75), 2:
PRINT #1, “Tree.”
2680 GOSUB 2750
2690 PRESET
(8,175),2:COLOR
2:PRINT#1 ,“Tree.”:COLOR 7
2700 DI=(RND(1)*4)+1
2710 RETURN
Adventureforum
Adventure game addicts in the
Reading area will be delighted
to hear that Level Nine Comput-
ing is holding its first ever
Adventure Forum.
The whole Level Nine team
will be at ORDEM computer
store in the Harris Arcade off
Friar Street, Reading between
11am and 1pm on Saturday
1 3th December.
Apart from talking to you
about adventure problems,
Level Nine might have two
brand new adventure games
ready.
The Growing Pains of Adrian
Mole selling on the Mosaic label
for £9.95 and Night Ore selling
on the Rainbow label for £4.95
are the two titles to look forward
to.
Under-
ware
We can’t resist telling you about
the latest great idea from the
States (at least, that’s what it
says here). Underware is
sweeping the microcomputing
community. Buy one of these
special ribbons for your Apple
Imagewriter or Epson MX, RX
or FX-80 printer and you can
use your graphics software to
make iron-on transfers which
you then apply to your . . .
er . . . T-shirt.
This is especially timely as
this issue of MSX Co mputing
carries a review of Print-X-
Press, a software package
suitable for just such an ap-
plication. The ribbons cost be-
tween £9.95 and £1 4.95, and a
pack of heat transfer paper a
further £6.95. MGA Microsy-
stems has these items and
more: you can contact them
on (05806) 4278, or write to
MGA Microsystems, 140 High
Street, Tenterden, Kent.
Free software offer
Prohibitive price tags on busi-
ness and scientific software
can be an obstacle to serious
MSX users, but the Public
Domain software group has
come up with a solution.
Andrew Emmerson, MSX
Computing contributor and a
member of the group explains,
“Many people write their own
software and wish to share it
with others without making
commercial gain."
“By forming a computer club
or user group such as Public
Domain software, users can
share their utilities, business
and scientific programs
amongst fellow enthusiasts.”
Emmerson continues, “Once
a group member has written a
program he thinks other users
will be interested in, he adver-
tises it amongst the group and
asks a small fee to cover his
costs only.”
“For instance I’m asking £6 a
disk for three MSX business
utilities I’ve just written.”
“Of course it is illegal to sell
such programs as they are in
the Public Domain,” Emmerson
adds.
Members of Public Domain
Software pay annual mem-
bership costs of £15 and re-
ceive four magazines per year,
but the group deals with all sorts
of computers not just MSX.
If there is enough interest
and any other MSX users would
like to share their software
ideas with other people
Emmerson says “I will act as a
clearing house for ideas,
although it is important to
realise that only disk software is
used and that only serious
business and utility programs
are considered."
It sounds like an excellent
idea to us and Emmerson can
be contacted for further in-
formation at 71 Falcutt Way,
Northampton, NN2 8PH. Tel:
0604 8441 30 (after 4pm).
Please enclose a stamped
self-addressed envelope.
General advice to readers
concerning advertisements
When replying to advertisements in this issue, you should note the following points:
1. Always clarify the exact nature of any guarantee being offered.
2. Never send cash — always a cheque. Postal or Money Order.
3. Insist on a written receipt.
4. Clearly state the equipment you seek, and detail any acceptable alternatives.
5. Request an immediate statement of how and when the goods are to be delivered
and whether the delivery will be split.
6. Check by telephone the latest prices and availability of goods you are ordering.
7. Cases of non-supply or wrong supply of goods should initially be taken up directly
and as soon as possible with the supplier.
8. Because of fluctuations in prices and discounts, it is advisable to ensure that you
reply only to advertisements published in current issues.
Mail Order Protection Scheme
(Limited Liability)
If you ordor goods from mall order advertisers In this magazine and pay by post In
advance of delivery, this publication (‘MSX Computing') will consider you for
compensation If the advertiser should become Insolvent or bankrupt, provided:
1 . You have not received the goods or had your money returned ; and
2. You write to the publisher of this publication (‘MSX Computing’) explaining the
position not earlier than 28 days from the day you sent your order and not later
than 2 months from that day.
Please do not wait until the last moment to Inform us. When you write, we will tell
you how to make your claim and what evidence of payment Is required.
We guaranteeto meet the claims from readers madeln accordance wlththeabove
procedure as soon aa possible after the advertiser has been declared bankrupt or
Insol vent up to a limit of £4,500 per annum for any one advertiser so affected and u p
to £1 3,500 p.a. I n respect of all Insolvent advertisers. Claims may be paid for higher
amounts, or when the above procedure had not been complied with, at the decision
of the publication (‘MSX Computing’) but we do not guarantee to do so In view of the
need to eet some limit to this commitment and to learn quickly of readers’
difficulties.
This guarantee covers only advance payments sent In direct response to an
advertisement In this magazine (not, for example, payments made In response to
catalogues etc, received as a result of answering such advertisements). Classified
advertisements are excluded.
Note: The sums referred to are annual amounts available for compensation and
they will be divided equally amongst all valid claims received.
Foreign
news
A number of readers have
written to Microsoft UK to buy
copies of the MSX Technical
Guide and received a letter
saying that Microsoft can no
longer supply these. There has
in fact been a break between
Microsoft and the Japanese
ASCII Corporation.
The result isthat Microsoft no
longer has any dealings with
MSX. Microsoft suggest read-
ers contact the various hard-
ware manufacturers but this is
clearly not going to enable you
to buy the Technical or BIOS
manuals.
Instead you will now have to
write direct to the ASCII Cor-
poration at Sumitomo Minami
Aoyama Building, 5-1 1 -5 Mina-
mi Aoyama, Minato-ku, Tokyo,
Japan.
This is not very satisfactory,
but unfortunately this is the sort
of thing that happens when two
business organisations fall out
with each other! MSX technical
books are also rumoured to be
available from Quest Pub-
lishing in the USA, but we have
no address for them — can
anyone help?
New Sony
in France
The new HB-F700 computer
just released by Sony in France
offers a number of new facili-
ties, not least a mouse. This
comes supplied as standard,
as does 25 6K of user RAM and
128K of screen memory
(VRAM). To go with the mouse
there is an on-screen menu
system based on icons, rather
like that of Apple’s Macintosh
and the Atari ST. Thus you have
pictures of how to move the
mouse to activate the printer,
disk drive A (built-in), drive B
(optional), Basic, notepad,
dustbin, and so on. Also pro-
vided is Hi-Brid, a built-in suite
of interactive programs for the
electronic office. These com-
prise Hi-Text (word processor),
Hi-Base (filer), Hi-Calc
(spreadsheet) and Hi-Graph (a
graphics designer package).
Both English and French lan-
guage versions are available.
Apart from this, all the normal
MSX-2 features are provided,
down to bit-mapped graphics of
256 x 212 pixels, each defin-
able in 256 different colours. At
a price of 4990 francs (about
£500) this computer should
really put Sony back on the
map: just don’t ask when it will
be available here!
Continental
copy cats
Just across the water in France
the MSX magazines are firing
sniping shots at each other.
The latest issue of Micros MSX
points out how one of its rivals.
MSX Magazine France has
been copying material from the
competition, even down to re-
peating errors in tables of
technical data. Accepting that
imitation is the sincerest form of
flattery, your own MSX Com-
puting is delighted to see how
much our French cousins en-
joyed our map of the game of
Sorcery. Only the order of
rooms and numbering of ob-
jects has been reversed —
apart from this the text is a I iteral
translation and the artwork is
virtually indentical! Plus ca
change, plus c’est la meme
chose!
Hints from
Holland
The IBM influence spreads ever wider
Don’t believe anything you hear
about MSX-3: that’s the mes-
sage spelled out in Micros
MSX. If it ever arrives in the
Western World it will probably
carry some other name, to
escape the reputation of MSX-
1 and MSX-2 (makeof that what
you will!).
In the meantime though, if
you can’t wait for MSX-3 but
want the next best thing, Hol-
land or France is the place to
go. That’s where you can buy
the Spectravideo X’Press 16.
Billed as the most powerful
home computer ever, the
X’Press 16 represents a fasci-
nating hybrid between IBM PC
clone and MSX-2. It has an
IBM-style keyboard and 5.25"
drive, while it generally looks
like the IBM as well. Full IBM
compatibility is claimed, with
built-in MS-DOS operating sys-
tem and GW-BASIC (notMSX).
Graphics are PC CGA stan-
dard, with a colour palette of
51 2 combinations. Memory is
vast by MSX standards — 25 6K
user RAM expandable to 640K
and an additional 128K for
enhanced graphics. A PC-
compatible joystick is also sup-
plied; a mouse for the mouse
port (mousehole?) might have
been more useful.
But here the similarity with, say,
the Amstrad and other PC
clones ends, because the
X’Press 16 also has MSX-2
features! So you get the MSX-2
Advanced Video Display Pro-
cessor (AVDP) offering 256 x
212 pixel resolution with 256
coloursor512x 212 pixels with
1 6 shades. Sprites — we got
’em too! Thirty-two in all, with
multiple colours. You can flip
the screen for animation
effects. An exclusive superim-
pose capability enables you to
overlay images created by the
normal PC display on those
generated by the AVDP. The
MSX sound capabilities are
also provided on the new
X’Press, so you have 8 octaves
and 3 sound channels, together
with a programmable envelope
generator for sound effects.
A number of bolt-on goodies
are also listed. A games car-
tridge adapter will enable you to
play virtually all MSX games
and connect standard MSX
joysticks. A low-cost multi-
function card adds 384K of
RAM, and RS232C port and a
real-time clock and calendar.
Cooling fans, video adapters
and a second disk drive are also
noted.
The price of the machine will
be under 2000 Dutch guilders
(approximately £660) in Hol-
land and under 9000 francs
(£900) in France. UK price and
availability are not yet stated,
but one thing is sure — you
won’t be able to upgrade your
existing X’Press to 1 6 bits!
MSX is well established in the
Netherlands and apart from
several MSX areas on Viditel,
the Dutch Prestel system, there
are also a few bulletin boards
catering for MSX enthusiasts.
All work is on the standard
viewdata (1200/75 baud) sys-
tem and I have given a couple of
telephone numbers at the end
of this article in case you wish to
explore the systems yourself.
The following hints are just a
few of the interesting tips and
ideas I have picked up while
scanning through these
boards. Some of the hints may
be familiar to you already or
they might not work on your
particular machine, but I am
sure they will be useful to
someone!
Do you want to stop people
from listing your programs?
The following in line 1 should do
the trick.
POKE &H8002.255
POKE &H8003.255
The screen can in fact be
turned on and off under soft-
ware control:
VDP(1 )= VDP(1 ) AND 1 91
switches it off, and
VDP(1 ) = VDP(1 ) OR 64turns it
on again.
Programs which contain
LPRINT statements tend to
hang up if the printer has not
been switched on in advance.
The following line will cure the
problem.
IFINP(&H90) =255THEN
PRINT“Printernotconnected!
Switch on and type RUN
< RETU RN > to continue”:
STOP
The following routine will give
a screendump at any time “p” is
typed during a BASIC program.
60000 ON INTERVAL= 1 00
GOSUB 60020
60010 INTERVALON: GOTO
(start of program)
60020 IF INKEY$ = “p”THEN
60030 ELSE RETURN
60030 FORN =0TO959:
LPRINT CHR$
(VPEEK(N));:
M=M+1 :
IFM<40THENNEXT
ELSEM=0:
LPRINT.NEXT.
If you have a disk system you
will be aware that the computer
reserves some RAM for the
disk operating system’s use,
enough in fact for two disk
drives. It does this because it
must be able to remember the
files and their addresses.
If you have a BASIC program
and wish to stop the disk
system from grabbing this RAM
you can do so by keeping the
SHIFT key depressed while
you power up the computer.
Note how the message 24,456
bytes free changes to 28,81 5.
You will now have additional
free memory enough to run
cassette programs which need
the extra bytes, but you will not
be able to run any disks. This
trick will also be useful if you
have a disk system and wish to
simulate a cassette system
while developing programs.
In some programs you may
encounter a disk-related error
message such as DISK FULL
which causes the program to
hang up. Under these circumst-
ances typing CLOSE, followed
by RETURN often does the
trick.
Finally, here is a very neat
automatic disk menu program
which will boot up by itself. It will
run any BASIC program and
should be saved under the
name AUTOEXEC.BAS.
1 00 R EM automatic program
110CLS
120 WIDTH 38
1 30 P R I NT “Contents of this
disc”
1 40 PRINT STRING$(38,”-”)
150 FILES
1 60 PRINT STRING$(38,”-”)
1 70 PRINT“Sparecapacity:
“;DSKF(0);”Kb”
180 PRINT
1 90 1 NPUT “Which program",
P$
200 RUN P$
210END
There are two MSX bulletin
boards in Holland:
Filotel . . . 0103150-145174
MT-Tel . . . 0103178-156100
There is a handy library of free
programs to download on MT-
Tel. Casual visitors should en-
ter user number 222222 and
password 2222. You can regis-
ter on-line to get your own
personal codes.
Andy Emmerson
Here’s your chance to have a say.
Have you been let down by a
supplier lately? Or pleasantly sur-
prised by the service you’ve re-
ceived? Or perhaps you’re just
plain stuck on level 1,001 of your
favourite arcade action mega-
game?
Whether it’s a word of praise, a
moan, programming tips or a word
of advice, we want to hear from you.
It’s your page, so put pen to paper —
now.
Reset risk
I would like to point out that
Brian Scott’s advice about a
reset switch for the MLF-80
involves risky procedure and
also invalidates the guarantee.
I also had to have repairs
made to my power on/off switch
and my method of resetting the
machine involves a switch con-
necting the two rightmost pins
on any joystick port. This
method seems to work as long
as the switch is pressed down
for more than two seconds.
Is there any chance that you
could include machine code
game listings? This would
make entering listings easier
and a lot more interesting.
Paul Kinsella
Newtown
Eire
We can’t really see how
machine-code games list-
ings would be easier to enter.
Even fully-documented
assembly listings are a lot
harder to follow than Basic,
and for a given program they
would be so much longer
than Basic listings that we
could only get one or two i nto
each issue.
Considering that lots of
readers don’t have assemb-
ler/editor/debugger software
we might be reduced to Basic
hex loaders and reams of hex
to type in. The debugging
would be horrifying — one
mistake and the whole
machine could crash, giving
you no idea of where the error
lay. There’s also the fact that
999 out of every thousand
programs sent in are Basic.
. . . and more
With reference to the reset key
for Mitsubishi’s MLF-80 by
Brian Scott of Aberdeenshire, I
feel I must warn you that this
modification should not be car-
ried out. Scott suggests that
you connect a switch pin 28 of
the HN613256P chip to earth.
Since all Z80 micro-proces-
sors have a reset pin, I am
surprised that using that wasn’t
suggested. Pin 26 (RESET) of
the Z80 has two inverter/buffer
stages plus a resistor and
capacitor connected to it.
These form the power-on reset
circuit found on all MSX compu-
ters. If a push-to-make switch is
connected to the circuit and
earth, this would make a manu-
al reset. See diagram.
Mr S Ellerker
Croydon
More switch
difficulties
I read Brian Scott’s letter about
the reset key for MLF-80 with
interest. The power switch
failed on my MLF-80 after 14
months of use and when I had to
buy a new switch, the dealer
informed me that the power
switch on his MLF-80 had also
recently failed.
It appears that there may be a
design fault here and I would be
interested to hear Mitsubishi’s
comments on this. I look for-
ward to more coverage of
serious applications in future
issues of MSX Computing. I
would also like to hear from the
MSX Working Party about how
they intend to keep the MSX
concept alive and kicking in the
UK in the face of competition
from companies like Amstrad.
As a user of Tasword, I am
now used to seeing 64 charac-
ters per line on screen. Is there
any chance of a future feature
on how to achieve this for
normal programming and for
use with programs such as
spreadsheets?
J C Brooks
Forest Row
Sussex
We have a utility program
scheduled for the next issue
which gives a very good 64
column display, but this
effect can only be achieved
within your own programs.
Commercial software usual-
ly defaults to 40 columns,
even on a machine like the
Spectravideo X’Press, which
has an 80 column option
implemented in hardware.
Incidentally, the switch went
on our MLF-80 too.
Recommended
I recently bought an MLF-80 for
my grandchildren and your
magazine is useful as it helps
me avoid awkward questions.
Brian Scott suggests a reset
switch across pin 28 of
HN613256P and deck. This
chip is a 32 Kb ROM, of which
pin 28 is VCC (+5v). Surely a
dead short across the power
supply would sooner or later be
disastrous?
The reset on the Z80 CPU
chip is pin 26 and a switch from
there to earth, say pin 29, via a
47 ohms resistor will force the
program counter to zero and
initialise the CPU.
This would perform the fol-
lowing operations: disable the
interrupt enable flip flop, set
Register 1 to = 00H, set
Register R to = 00H, set
interrupt mode = 0.
During reset time, address
and data busses are disabled
and all control output signals
MLF-80 power switch problems
become inactive — in other
words, a cold reset.
Perhaps some bright spark
might pick up the RESET
connection from the cartridge
port — if not too busy chasing
disembodied legs . . .
I enjoy reading your maga-
zine — after Commodore any-
thing makes light reading.
Perhaps you, might find
room in your pages for connec-
tor pin-outs? If you haven’t
come across them yet, I refer
you to Electronics and Comput-
ing, September 1984.
James F Fowkes F. I Diag. E
Kings College
London
Technical
enthusiast
Like so many potential compu-
ter users, I was captured by
computing as a consequence
of the recent price-cutting war.
My first computer had too
little memory, but when MSX
came into existence, I felt the
Sony Hit Bit had a lot going for it
including a reasonable price
tag (under £100), a 29K user
memory and an attractive black
casing.
Computers have a great role
to play in this new world and we
have only just begun to scratch
the surface of the potential of
these machines.
The price cutting policies of
MSX companies have given
the ordinary man or woman the
chance to get over what I call
techno-fear, a psychological
fear of anything technical, and
given them the opportunity to
learn about something only a
few could afford until now.
A computer is not a God and
neither is programming a reli-
gion — but they are the future.
When we get our act together
and really start using compu-
ters the way they can be used,
then the stars will not be the
limit.
Andy Wilkinson
Lytham St Annes
Lancashire
Game loading
commands
I have just bought Molecule-
man by Mastertronic and I am
having problems loading the
game.
The loading instructions say
LOAD“CAS”,R, but they don’t
work. I have tried all the com-
mands that I know such as
BLOAD“CAS’’,r, CLOAD and
LOAD‘ , MOLECULEMAN,r, but
nothing seems to work.
This is the second tape from
Mastertronic that has left me
high and dry with the game
loading commands. Can you
help me?
W Barker
Hartlepool
The loading instructions do
indeed say LOAD“CAS”,R.
What they should say is
LOAD“CAS:”,R. The colon is
the offending omission.
Tasword tip
In the October/November issue
of MSX Computing, I note your
reference to Tasword and the
difficulty you had loading the
program. I’ve experienced ex-
actly the same problems.
I contacted Tasman House
and someone advised me to
type in GOTO 30 and press
return. He also said that the
problem arose with some MSX
machines.
Following his instructions I
loaded Tasword again and
when SYNTAX ERROR IN 210
came up, I typed GOTO 30 and
the following message
appeared on screen: LOAD-
ING MACHINE CODE
PLEASE WAIT. -
The program did eventually
load although I had to load it
four or five times before the
problem suddenly righted itself
and since then I have had no
further problems with Tasword
I was intrigued to see a
screen from MST-Calc in the
same issue on page 19 as I
have used the program quite a
bit and have never seen that
screen before. The manual
doesn’tmentioniteither. Isyour
copy a different version or am I
doing something wrong?
Gerald Cawthorn
Bingley
You could say it’s a different
version — in fact it’s a picture
of a different program which
accidently got into the wrong
file. Oops!
Magazine
ambitions
Could you please tell me what
qualifications I need to become
a software reviewer (no, it’s not
a joke!), because I am very
interested in becoming one
later on in life — hopefully with
your magazine.
James Garnett
Felixstowe
No formal qualifications are
required — just an ability to
do the job well, and do it
reliably. If you have ambi-
tions towards full-time
magazine work you need an
aptitude for lots of other
skills as well. There’s really
no such thing as a full-time
software reviewer, even
among the freelance journal-
ists who write most of our
reviews. Everyone does
other jobs as well.
Magazine journalism can
be a fascinating life, and if
you have knowledge of a
specialised area such as
computers or hi-fi, that can
provide a way in. If you are
seriously interested in jour-
nalism as a career, you
should investigate some of
the polytechnic courses in
periodical journalism nowon
offer, as these give a good
grounding in the technical
aspects of magazine produc-
tion, interviewing techni-
ques and the like.
Assemblers
Please could you recommend a
good cassette-based assemb-
ler/disassembler/editor? How
much would it cost and where
could I obtain it?
Paul Measday
Greatstone
Hisoft Devpac, £1 9.95, (0525)
718181, or Zen from Kuma,
£14.95, (07357) 4335, would
probably fit your needs.
Disk decision
I have recently purchased a
Sanyo MPC-100 and wish to
take advantage of the software
services offered by the Public
Domain Software Interest
Group.
I need your advice on the
availability of a suitable disk
drive which can use the CP/M
and MSX-DOS operating sys-
tems. Would it be possible to
use both disk operating sys-
tems on the one disk drive and if
so, where can I buy the system
disks and a suitable disk drive.
In the August/September
issue, Alan Wood mentioned in
his article that the CP/M and
MSX-DOS systems come pre-
packed with a complete disk
system. Does this mean that as
an MSX user I will be forced to
buy two separate disk systems
just to gain possession of CP/M
and MSX-DOS?
I can barely afford one drive
at the moment. Please put me
out of my m isery and offer some
of your advice.
Kevin Maynagh
Kirkonnel
Scotland
Good news and bad. You can
run CP/M or MSX-DOS using
the same disk drive. Howev-
er, because of the way CP/M
is written you need an 80
column display. Fine for
MSX-2 and X’Press owners,
not so good for the rest of us.
X’Press buyers are doubly
fortunate in that they can get
CP/M and MSX-DOS with
their machine, along with a
fine collection of other soft-
ware including Wordstar.
Otherwise, the only source
we know of at present is
Hisoft. (0525) 718181.
A- sf
• | / /t 1
e <^r^ 9 ° >Z6> TM5l
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Exploding
computing
Help! Yesterday I inadvertently
withdrew and reconnected the
disk drive attached to my Sony
Hit Bit without first switching it
off. The result is of course a
mess. Can you tell me the name
of any qualified and reliable firm
who can repair it? Do you think I
have done any terrible damage
to my computer?
Lastly can you suggest a
method I can use to save data
from my Personal Data Bank to
disk. According to the operating
instructions, this can be done,
but no further reference is
made except for tape or car-
tridge.
L C Butt
Weston-Super-Mare
Avon
T ricky. There are a number of
computer repair outfits
around, but they all seem to
restrict themselves to Com-
modore, Sinclair, Amstrad
and Acorn. If any readers can
recommend repair firms,
we’ll pass on the info. If it’s
any consolation, the damage
is likely to be limited to a few
chip replacements.
application
You state in the October/
November issue (on page 3)
that your readers fall into two
main categories. Iconsiderthat
these two should be subdivided
into a further two — those who
use MSX computers as a
games machine and those who
putthem to small business use.
Reviews of games software
are very useful and interesting,
but reviews of business soft-
ware wou Id also be of interest to
people like myself.
Articles relating to printers
have been fairly prevalent in
recent MSX Computing issues.
As a computer novice, I pur-
chased a Brother M-1009 for
about £150 and was very
pleased with it.
In future I hope you include
more utility programs instead of
games in your listings pages as
I consider the MSX a useful tool
in the business world.
David Woodhams
Guildford
Hit-Bit disk system — repair shop needed
Joysticks
Atari joysticks do work after all
I noted in the letters page of the
October/November issue that
“Disgruntled” of Lancashire
couldn’t get any joysticks to
work with his MSX.
I use a standard Atari joystick
on my Mitsubishi and also a
Pointer Master from my Com-
modore 64 and both work
perfectly. They also work on my
friend’s T oshiba. From the way
“Disgruntled” calls everything
rubbish, I suspect that it’s not
the equipment, but the man
that’s rubbish.
H Fisher
Dewsbury
Yorkshire
MSX
library
I agree with all the complaints
about the shortage of MSX
software and I must agree that it
is difficult to get hold of in the
usual retail outlets.
There is another way of
obtaining MSX software — hire
it. The Midlands Computer
Library, based in Worcester,
hires out software from 75p to
£2.50 per week. T o get its MSX
software catalogue, send £1
and state clearly that you have
an MSX computer.
Apart from the obvious
advantage of hiring (it’s less
expensive), it also enables
potential purchasers to test-
drive programs. The address is
Midland Computer Library, 28
College Street, Worcester
WR1 2LS. Tel: (0905) 611072.
Colin Hunter
Salisbury
Wiltshire
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PSG Musicwriter
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MSX Calc £49.95
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Alien 8
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The Price Is Magic £9.95
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Scramble £1.99
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Zoids £8.95
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1 MSX Comp Pec 86/ Jan ’87 I
L
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MSX
Martin Banks dons his
%
Santa suit and selects
some all-time classics
for the festivities
N ormally, I don’t
take too kindly to
having my sleep
disturbed by unwarranted
interventions, even by peo-
ple I know, so when the
esteemed editor of this au-
gust organ telephoned me
the other day, I took a dim
view of things.
But that was only at first, for
he quickly managed to pacify
my rising angst with a simple
and magic word: Christmas.
That’s what he said, just like
that. My curiosity was aroused.
With care he became more
specific. No, he wasn’t actually
offering me a Christmas pre-
sent, and certainly notone now,
that would be most unfair.
Instead, he wanted me to look
at some Christmas presents.
“For me?” I enquired hopefully.
The answer was disappoint-
ing; well, for me it was, anyway.
The presents weren’t for me,
they were for you lot out there.
Then again, they were only for
you lot out there if someone
was kind enough (or mug
enough, it depends upon your
point of view) to rush out and
buy same for the festive period.
What the man wanted me to
do was examine some games
programs, things that might
make suitable presents for the
vast armyof you outthere. This,
it has to be said, was quite a
brave thing to do, for your
esteemed editor knows full well
that I am not the world’s
greatest lover of games soft-
ware. But your editor is nothing
if not perverse. “Go on, be rude
if you want to,” he said.
Now that is an offer one
doesn’t get every day of the
week, and I’m afraid it proved to
be just too tempting. So, here
we are, and you’ll have to put up
with it. Games I was asked to
look at, and my view of them is
what you’re going to get.
Those of you who have been
following my recent exploits
with an MSX computer, a tape
recorder and a great deal of
frustration will understand why I
made an immediategrabforthe
cartridge games. Those who
haven’t been following prob-
ably aren’t into self-pity
anyway.
Needless to say, when the
bag of programs arrived, I
made a beeline for the two
games from Komani, not be-
cause I am a great lover of
them, but simply because they
were cartridges. I know they’re
more expensive to make and all
that, but I’m lazy and cartridges
are so much more convenient.
First out of the bag was Golf,
which by chance was the game
I ended up liking best, though
that pre-empts my story a bit.
This game actually surprised
me quite a bit, because I have
never been one of the greatest
lovers of golf itself, though I
have understood the principles
for some time. (There are some
things I like, honest).
Anyway, I banged in the
cartridge and started to play.
The game is really quite realis-
tic for a two-dimensional repre-
sentation of a three dimension-
al event. It was also interesting
to note that the player, or
players when working it mob-
handed, are women. Too much
macho is bad for you, these
days.
It gives you all the expected
playing options, together with a
good bit of additional useful
Ping-pong's disembodied hands
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New graphics enhance the adventures
Or try a relaxing game of Chess
information, to make for an
interesting nine-hole game of
golf. Its one possible drawback
over other golf games I have
seen is that it only plays over the
same nine holes, in the same
order. The counter-argument
to this is that most people will, in
real life, predominantly play on
the same course, and will get to
know it well.
I have to report this is so. I
went from something horren-
dous like 1 4 over par for nine
holes, to a best of three under.
Not bad, eh?
You start by choosing the
type of shot — straight, hook or
slice, while the system tells you
the distance to the hole. The
graphics are very good, as with
most Konami games I’ve seen,
with a 3D view of the fairway,
plus a plan view of the entire
hole. This can be very useful,
for a couple of holes are real
devils, where you have to play
to a small patch of ground
surrounded by woods.
Using either the control keys
or the joystick, a cross-shaped
cursor can be moved around
the plan view to indicate the
direction of the shot. There is
also a small panel which shows
what number hole is being
played, whose shot it is, the par
for the hole, and how many
strokes they have taken so far.
Also displayed are the wind
direction and strength, which
must be taken into considera-
tion.
The manual gives details of
the distance that can be hit with
any club, and the system shows
how many metres are left to the
pin. You select your club and
use the sliding power meter to
gauge the strength of the
wallop you give the ball.
And so you make a stately
progress up the green to the
pin. Alternatively, you can find
yourself in the rough or out-of-
bounds, both of which I
achieved with startling regular-
ity to begin with.
As I have said, this is one
game I actually got to like
playing. It almost got me to the
point of being just a bit in-
terested in real golf, until I
realised the game’s one fatal
flaw. There is no nineteenth
Confused? You will be . . .
hole, and even if there was,
two-dimensional graphical rep-
resentation would somehow
not seem to have the same
promise of sensory pleasure.
Ah well.
So it was on to the next game,
another Komani cartridge cal-
led, with stunning originality,
Ping Pong. Hands up anyone
who can’t guess what this was
about ... no sir, it was not
about bells and smells.
Yes, it was all about table
tennis, which is another game
that I am not totally struck by.
Maybe it’s because it tends to
remind me of cold and damp
winter evenings spent as a
callow youth down at the local
youth club. It was either play
table tennis, or watch others
playing table tennis. Life was
not too exciting in those days, I
can tell you.
Despite this latent prejudice,
I decided to have a go. This was
a game that was not so easy as
Golf, mainly because it re-
quired the learning of a particu-
larense of timing sothatthe ball
(pong?) could be hit. Again, this
game had Komani’s generally
excellent graphics. In this case
however, the 2D display of a 3D
event made it difficult for me to
pick up a sense of where the
ball actually was in relation to
the bat.
I n a word, I was always either
too early, or too late. In both
cases the result was the same:
total ignominy for me and a
rapid accumulation of points for
the computer. One of the
strangest things about this is
also the most sensible, logical-
ly. Unlike Komani’s version of
ordinary tennis, where the ten-
nis players can be seen in all
their glory, having players in the
ping-pong picture would only
get in the way of seeing what
was happening on the table.
This means that the sensible
alternative is taken. All that
appears of each player is a
disembodied hand. Using
either the cursor keys or the
joystick, this hand can be made
to play either forehand or
backhand, and hit the ball. This
is the bit that I really couldn’t
cope with. I just could not get
the timing of this right with any
degree of consistency.
Needless to say, the compu-
ter stomped all over me. The
most points I scored in any
game was three, and most of
the ones I lost were given away
by my inability to hitthedamned
ball at all. Ironically, and indeed
perversely, I found it easier to
hit the ball on the harder levels.
The game offers five different
levels, and I found that on the
toughest I could get some really
worthwhile rallies going against
the computer, which proved
impossible with the lowest,
easiest level.
This must prove something,
though I’m not sure what,
especially as I never actually
managed to win a single point in
any game played at this level.
A couple of points on Ping
Pong that struck me about the
graphics. Firstly the crowd, who
are amazingly partisan, with
one side cheering the computer
and the other side supporting
me (guess who had little to
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and
ot i c a
More of those Rainbird/Level 9 graphics
do?). They were great, and I
would swear that one looked
just like a chimpanzee (make
what you like of that). The other
point is the other player whose
hand, on winning a game,
danced around making ‘V’
signs at me. I was most hurt.
Next came the point I had
feared, it was time to try some
cassette-based games. Know-
ing my luck things started out
badly. Having had so much
trouble with cassette loading in
the past (see MSX Computing
passim) Murphy’s law pre-
dicted the same problems
would arise again, and they did.
This time, however, I found the
tape recorder genuinely was
broken, so after a quick
change, we were successfully
in business.
First up was the Aacksoft
game, Confused, which is
probably an apt name for it. It is
somewhat strange, though in
the end highly entertaining. The
object of the exercise is to
match up one picture with
another. It would have been
better called Jigsaw as that is
the basis. The screen has three
main sections, one window has
the source picture, another has
a blank space into which bits of
this picture can be placed, and
the third has the bits of picture.
Difficulty is varied by increas-
ing or decreasing the number of
picture pieces that have to be
fitted together. This can vary
from four to 1 2 pieces, some of
which are the right way up and
others inverted.
Picking up these pieces and
placing them in the window,
either with the cursor keys or
the joystick, sounds relatively
easy, but it is made harder by
the fact that the source picture
is moving. This makes life much
more interesting.
The game can be played in
non-competitive or competitive
modes. With the latter, it means
completing the picture in time to
beat a descending score coun-
ter; something I never man-
aged to do.
And do I move on to another
Ackosoft game. Ultra Chess.
I’m not too sure about this one,
not because there was any-
thing wrong with it that I could
find, more because I’m so
congenitally hopeless at chess
that I’m the last person on earth
to pass any valid opinion on it.
Needless to say, the game
just wiped me out everytime I
looked at it, but then any chess
board can do that, even without
a second player. Simply by my
looking at the pieces I can find
myself in checkmate. Outside
assistance was therefore re-
cruited.
Chess is a game mastered
only by those of high intelli-
gence and a keen tactical mind.
It was obviously useless to call
upon the opinion of any mem-
ber of the MSX Computing
staff, but Big ’Ed Craven did
come up trumps by suggesting
the services of my fellow lexical
choreographer and com-
munications buff Phil Roisky.
This sterling fellow reported
that the playing standard of
Ultra Chess was gratifyingly
high. Features which he sing-
led out for praise included the
ability to save partially-com-
pleted games on cassette for
later contemplation, and a prin-
terlogging function which prints
out a complete record of the
moves in a game as they occur.
A simplified copy of the board
layout can also be dumped to
the printer at any time. The
impoverished Rotsky house-
hold only runs to a black and
white TV, so he also appreci-
ated the ability to change all the
on-screen colours and thus
make the display more legible.
The playing strength of the
computer is adjusted by telling
it how many seconds it is
allowed to spend contemplat-
ing each move.
The only criticism I have
about Ultra Chess is that it
seems just a bit over-sold,
especially in the futuristic
graphics of the packaging.
The last package your
esteemed editor, ‘Biggies’
Craven, asked me to open was
a compendium of classic
adventures, Jewels of Darke-
ness, from Level 9 and Firebird.
This is, a pack of three casset-
tes and a well-presented book.
The three cassettes contain
a trilogy of adventure games:
Colossal Adventure, Adven-
ture Quest, and Dungeon
Adventure. Between them,
there should be enough excite-
ment to satisfy the needs of
most people, especially those
who haven’t tried entering the
strange, alternative worlds of
the adventure game before.
These are well presented
versions of the breed which
have been updated by Level 9
and Firebird. Not least in the
updating is the graphics, a new
addition to the original text-
based game. These are really
quite good, and give an added
dimension to events by having
such eerie things as mauve-
coloured tree trunks.
For one who has read and
enjoyed Lord of the Rings
several times, I sometimes find
adventure games rather frus-
trating, and I found these occa-
sionally just a bit inconsistent.
At one point for example, I was
obviously going the wrong way,
but found that every exit from
the point I had reached seemed
to lead back to where I had
come from.
The presentation of the
games is excellent, however.
They come with a really in-
teresting guide book both to the
games themselves and the
ambienceof the idea. This book
is much more than the usual
documentation or instruction
sheet, though all that sort of
stuff is included. Its main differ-
ence is the inclusion of a short
novella, called The Darkness
Rises, by Peter McBride. If
nothing else, it makes good
reading while loading.
One minor point to bear in
mind, of course, is that these
games are intended to run on
the MSX computer and, unfor-
tunately, on a few examples of
the breed that I have come
across recently, a lack of effi-
ciency in the keyboard area has
been noticeable. It can be very
frustating when you’re trying to
play a text-oriented game and
the keyboard (or bits of it) seem
to refuse to acknowledge that
you exist.
So if you are a new-ish MSX
owner in need of some classic
games that won’t get boring for
a long time, try leaving these
pages on view around the
house, with the relevant titles
underlines in red. Your loved
ones should get the message.
First Choice for
in Bucks & Herts
Sanyo MPC-100 Computer
Toshiba HX-F101 Disk Drive
Toshiba HXP550 Printer
Now in Stock
Toshiba HX10 & HX22 Computers, HX-P550 Matrix Printer,
HXF101 Disk Drive, HX-R700 Communication Interface, HXJ400
Joystick
Also in Stock
Sanyo MPC 100 Computer, MLP-001 Light Pen, PR3000 Daisy
Wheel Printer, JVC-F303 Disk Drive
Wide selection of software including all the latest titles
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MSX 1 2/86
r his is the final
appearance of the
Basic course in its
present form, but to make up
for that, the first instal ment of
a Basic programming ques-
tion/answer shop is incorpo-
rated into this feature.
It will be a regular series and
its driving force will be you — so
write to MSX Computing with
any queries and, in particular,
any tips you have for other
readers.
It’s your chance to get into
print, but first it seems appropri-
ate to round off the present
Basic series and to review the
essential points covered. So
mainly for beginners, here
goes.
Perhaps the most obvious
talent you would expect of your
computer is the ability to com-
pute.
You need to know nothing
about programming to do sim-
ple sums like this — providing
you always press RETURN to
send each line for processing.
725+134 [RETURN]
1 59 (answer)
You can also try rather more
complex formulae like this
sequence to convert from Cen-
tigrade to Fahrenheit:
LET C=25
Ok
LET F=32+C*9/5
Ok
?F
77
Remember that the asterisk
means multiply in Basic and the
circumflex is “to the power of ”.
You can also use left and right
brackets for expressions.
Most of you will recognise
LET as being one of the most
powerful, but least used
keywords in the Basic pro-
gramming language. The com-
puter’s intelligent interpretation
will understand the statement
even if LET is missing. It also
takes up valuable memory
space — so it is rarely, if ever,
used.
Tim Markes rounds off
his programming
course and introduces a
new help feature
To create a program, just
number the key lines in the
sequence and they will be
stored in the computers mem-
ory to be used again and again,
as often as you like.
1 F=32+C*9/5
2 ?F
Now we can run this simple
temperature conversion pro-
gram (for that’s what it is) for
any value of C, like this, for
example:
C=22
GOTO 1
71.6
Ok
Any list I make usually needs
renumbering to allow for later
insertions — and program lines
are no different. Type RENUM
to number in increments of ten
and LIST to check the result.
Notice that the symbol ? is
actually a shorthand single
keystroke version of PRINT —
which in Basic normally means
“display on the screen”.
C is a variable name, which
can be up to two significant
characters. Imagine it as a
pigeon hole in the computer
memory where you can hold
numeric values or text (charac-
ter strings). Naturally you can
INPUT information from the
computer keyboard — so a
more flexible interactive pro-
gram would look like this:
05 ’Temp Convert
10 INPUT“Centigrade”;C
20 F=32+C*9/5
30 PRINT“Fahrenheit”,F
40 END
Type RUN, which clears out all
the variable locations and
starts the program sequence at
the lowest line number.
This functional trio of INPUT
information, PROCESS it, and
OUTPUT the result, is fun-
damental to all computer soft-
ware — including games.
Another key feature of compu-
ter programs is their looping
ability. Here is a looping pro-
gram you can type and RUN,
which plays all the notes in the
MSX music scale (in semi-
tones):
1 0 'Chromatic Scale
20 X=X+1
30 PLAY“N=X;”
40 GOTO20
The format of PLAY doesn’t
conform to the usual BASIC
rules — it is part of a special
MSX Music Macro language,
which you can read all about in
your manual (or back copies of
MSX Computing).
Notice that a variable loca-
tion like X, which is initially set to
zero by the RUN command,
can be changed (X=X+ 1 ) dur-
ing the progress of a program
sequence. This “Chromatic
Scale” program will eventually
go illegal, when the value of X
becomes higher than the sound
system can manage — check
using PRINT X. You can pre-
vent this happening by ENDing
the program when the final note
value (96) has been reached:
40 IF X<96 THEN 220 ELSE
END
The IF . . THEN . . ELSE
command is a very powerful
method of conditionally chang-
ing the sequence in which a
program is performed. You can
also use IF to test for equality,
inequality, greater than etc.,
most of which are used in this
article.
A semitone scale is actually a
very simple example of “repeat
this sequence for values of X
from 0-96 (in steps of 1)’’. It’s
better programming practice in
these circumstances — and
much easier to understand — if
you use a FOR .. TO .. NEXT ..
LOOP like this:
05 ’Chromatic scale
10 FOR X=0 TO 96 STEP 1
20 PLAY“N=X;”
30 NEXT X
40 END
Check that negative STEPS
are also OK by altering line 10
as follows:
1 0 FOR X=96 TO 0 STEP -3
and you will hear the notes of a
“diminished” chord!
Words, sentences or any
character string can also be
stored and recalled as vari-
ables (add the characters), as
in this question and answer
sequence:
05 Text/Numbers
10 INPUT“Name,Age”;N$,A
20 PRINT“Hallo! “N$” aged“A
The Basic programming lan-
guage also has a method of
reserving a group of locations,
which can then be treated like a
table or list. T ake this sequence
for continuously storing and
recalling up to fifty different
items — say people at a party,
for example.
05 ’Remember me?
10 DIM NA$(50)
20 INPUT“Name”; NA$(0):
S=0
30 S=S+1
40 IF NA$(S)=NA$(0)
THEN PRINT“Hello again”
50 IF NA$(S)=” “THEN
NA$(S)=NA$(0)
PRINT “Welcome”
60 1 F NA$(S)= NA$(0)THEN20
ELSE30
The powerful DIM command in
line 10 will set up a “string”
variable NA$ with 51 elements,
numbered NA$(0) to NA$(50)
each of which can be addres-
sed using the number in brack-
ets — which is called a sub-
script. A multi element variable
like this is called an array. DIM
can get quite complex accord-
ing to the DIMensions of the
“table” it is representing. Notice
that line 50 shows an example
of two instructions on one
program line.
Basic will also allow you to
define tables of preset DATA,
but you can’t do anything with
this information until you READ
it into variable storage — which
might also be an array, of
course. Here’s an example of
using READ and DATA to hold
the notes of a melody (Good
King Wenceslas, since it’s
Christmas soon).
05 ’T une
10 RESTORE 40
20 READ N$
30 IF N$o“Z”THEN PLAY N$
ELSE END
40 DATA L404C,C,C,D,C,C,
L203G.Z
50 GOTO 20
The instruction READ always
picks up the next item in the
DATA list, but you must point to
the first DATA line using RES-
TORE or the program will find
itself trying to play a DATA line
from another section of the
program.
There are several Basic
methods of examining charac-
ter strings — to find a letter or
phrase, for example. Just one
of them is INSTR, which you
could use to find the position of
a word in a line of text, say. Like
many other BASIC facilities, it
can be used in some surprising
situations. Here is INSTR,
helping to convert your compu-
ter keyboard into a simple
monophonic synthesiser (my
final method!). It can be done in
just 5 instructions, but here is
the enhanced fully transpos-
able model (use the < > keys)
in just 7 lines. Just add
appropriate characters to line
10 to complete the keyboard
and get octaves too.
05 ’Tuneable Synth
1 0T=30:P$=“qawsedftgyhjik”
20 K$=INKEY$: IF K$=“”
THEN20
30 IF K$=“<”THEN T =T — 1
40 IF K$=“>”THEN T=T+1
50 X=INSTR(P$,K$)+T
60 IF XoT THEN PLAY
“N=X;”
70 GOTO20
I seemed to have used music as
a logical teaching tool once
again, but when you under-
stand the fundamentals of vari-
ables, looping and changing
direction, you will find it simple
to apply these techniques to
any MSX application.
Now for the very first time
here’s the new Basic program-
ming questions and answers
series. For the first session,
you’ve sent in some very in-
teresting letters and apart from
the enormous enjoyment I get
from reading them, you’ve
brought up some fascinating
topics for me to try and solve
suchastime, music, colour and
graphics. Keep them coming.
I wonder how many of you
forgot to put your clocks back
this year and arrived for a date
an hour early on Sunday 26th
October? I know a few people
who did which just goes to show
that we could all do with a
built-in timer occasionally and
this happens to be the subject
of ourfirst letterfrom D. Lindsay
of Lancashire.
He writes to ask if his Sony Hit
Bit has a built-in timer? Well the
short answer is no, but perhaps
it is worthy spending time to
explain further. Anytimerwhich
keeps track of real (24 hour
clock) time needs a processing
capability and power to drive it.
In pre-chip days, clocks were
driven by a wind up spring. Now
they need continuous mains or
battery power to keep accurate
time. The Sony Hit Bit was
unique in that it provided a
battery powered 4K RAM Data
Cartridge system, which could
be used with special organiser
software in 1 6K ROM to create
and store names and addres-
ses etc. When the Sony MSX
was switched off, the batteries
in the Data Cartridge continued
to preserve the contents of its
(CMOS) 4K RAM.
There was no processor in
the Sony cartridge and so the
passage of real time could not
be measured — although this
facility is actually available on
several computers in the busi-
ness field (for example Apricot
and the latest Amstrad 1512).
But don’t lose heart! Our MSX
computers do have a time
feature in MSX Basic, which is
all that most of our readers will
need.
Time is a reserved location in
computer memory which is
incremented 50 times per
second — once the computer is
switched on. As you can guess,
the contentsof this memory slot
will regularly overflow as the
number gets too big too hold. In
fact time will reset to zero at a
value of 65536 (work that out in
powers of two). With that in
mind, it should be a simple task
to measure the passage of
time. You could use this stop-
watch program sequence:
05 ’"Stopwatch**
10 CLS: TIME=0
20 LOCATE 4,21
30 PRINT “MINS SECS”
40T=TIME/50
50 LOCATE 5,20
60 PRINT INT(T/60);T MOD 60
70 GOTO 40
Regular MSX Computing fol-
lowers will remember that I
used this kind of technqiue to
measure typing speed in words
per minute (March ’85). I won-
der if any of our readers have an
unusual time application?
Something to brighten up the
longer and darker winter even-
ings is a touch of colour —
another of the postbag topics
this month. A neatly written
question from Wayne Slatford
and Brett Rapley in Manchester
says “we are puzzled by the
inclusion of the colour 0 (i.e.
transparent) — why put in a
colour you cannot see?”
On the same subject, David
Barnes from Reading would
like to know if you can —
“change physical colours cor-
responding to their logical col-
ours like you can do with the
BBC Micro’s VDU command”?
You won’t always find a neat
answer to the question why is
this or that facility present or
absent. Sometimes hardware
and software designers will
include something just be-
cause it’s simple and cheap to
implement. Only later does it
turn out to be amazingly useful.
The COLOR 0 (zero) looks and
sounds transparent, so if 0 is
going to be included in the
coding system at all, it might as
well be transparent — eh?!
On the BBC Micro
(0= BLACK), there is no trans-
parent colour. This means that
to make something on a mult-
colour screen disappear, you
have to display it again in
background colour.
Displaying the image again
in the original foreground col-
our will cause it to flash or
appear to move depending on
its position. On MSX, you can
make an image disappear no
matter what the background
colour by turning it transparent
with COLOR 0, which is simpler
to program (and remember).
In the text based screen
modes zero and one the Basic
COLOR codes refer directly to
an actual colour (for example 6
always equals dark red). The
BBC Micro, on the other hand,
operates a paint palette sys-
tem. In other words, you can
change which actual colours
are in which logical pot num-
bers. Your MSX system uses a
similar palette arrangement to
manage the colour display in
screen mode two and you need
to be aware of how it works to
avoid smudged pictures.
Screen two has a 256x192
dot (pixel) matrix. In theory
then, you should be able to
PSET any of these 49152
points to any of the 1 6 colours
(including transparent) avail-
able on MSX. This is a memory
crunching task indeed and the
more the system reserves for
its own use, the less there is for
you. Hence we have a com-
promise. Marginally less colour
choice, and correspondingly
more RAM for us.
In practice, you can select
only two colours for every 8x 1
(across, down) pixel block on
the screen in mode two. The
MSX video RAM map holds
these as Background (=0) or
foreground (=1). A separate
two colour attribution or palette
table is kept to show which two
colours are allocated to which
of the 6144 (8x1) pixel blocks
on the screen. So what then?
Well, since MSX holds only
two colours for each block,
what happens if a third colour is
requested for any part of an
8x1 block? You can guess,
perhaps. The effect will be
familiar to anyone who has tried
painting with water colours.
Just dip the tip of the brush onto
your wet painting with another
colour and it runs.
This “smudging” effect is
whatyou might get using colour
on screen two if you don’t keep
a careful map of which two
colours are attributed to which
block. The bonus is that you can
change the colour scheme of
any block just by pointing
(PSET) at it.
For a dramatically different
topic, we turn to Phillip Morris of
Cheshire. Phillip even includes
a brief profile of himself, which
we welcome — mentioning that
he started programming on a
pocket Casio PB-100 compu-
ter. He has provided a hand-
written program which solves
quadratic equations. I think that
writing his biographic details
proved more exciting than de-
bugging (or even keying in) his
seven line masterpiece,
however, he left out the most
significant function — the
square root.
MSX Basic provides an easy
method of calculating square
roots using the mathematical
function SQR. To find the
square root of 6.25 forexample,
just: PRINT SQR(6.25)
2.5
To calculate a fourth root,
you can use (SQR(SQR(X)),
but suppose you want a more
general solution to the Nth root
of a number X? It looks like this:
10 ’**Nth root of X**
20 INPUT “x,n”;X,N
30 R!=X*(1/N)
40 PRINT R!
Unless you use single preci-
sion variables which are correct
to six digits only, rather than the
usual 1 4, you will need to round
up for a more accurate result —
check it out. Perhaps our read-
ers have developed some in-
teresting games with numbers
on MSX?
Having finally written your
masterpiece, how do you pre-
vent your friends from stopping
the program and listing it —
another postbag query? The
short answer is to use the
STOP ON and ON STOP
features:
1 0 ’** Security **
20 STOP ON
30 ON STOP GOSUB 70
40 PRINT “Running”
50 GOTO40
60 ’STOP Routine
70 BEEP
80 FOR Z= 1 TO 999:NEXT
90 K$=INKEY$
100 IF K$=“?” THEN END
110 RETURN
Remember to include your
own method of ending the
program or you will be forced to
use the rest switch!
On the subject of graphics,
G. White of Rochester has
been trying to dump Hi Resolu-
tion screens to his Canon
T-22A thermal dot-matrix prin-
ter, but has been unsuccessful
so far — can our readers help?.
MSX Computing would also
like to hear from everyone who
has experience of creating and
producing hard copy of
graphics screens. Please write
to us with details of your
particular hardware/software
technique and see your name
in print.
So far this month, we have
mentioned time, colour, num-
bers, security and graphics. But
I have received more queries
about MSX music than all
these, so in reply to many
readers, here is an update on
the scene.
Musically inclined MSX
Computing readers on a
budget will know that you can
now use most of the Yamaha
CX5M music features on any
MSX computer. Details of how
you can connect Yamaha’s
new SFG05 sound module to
your MSX appear in the
November issue of Yamaha X
Series Owners Club News-
letter. Any MSX owner with an
interest in music should be-
come a member — apply to:
Box 494 Bletchley, Milton
Keynes. Membership fee is £5.
Another Yamaha product in
tremendous demand is the
FB01 Sound Generator. This
can be MIDI connected to any
multi-channel music software
system (for example the EMR
Performer) to produce up to any
eight of 240 preset FM stereo
sounds of DX7 keyboard quali-
ty. At under £300, this is a
multi-timbral heart stopper!
Yamaha and EMR will also
be producing editing packages
for original FB01 voice creation
in time for the Christmas mar-
ket. Watch out too for a nippy
new Playcard system — music
on credit? This multi-track fun/
teach product will be on special
offer to X Series members for
£25 — is this a record and can
you tell the difference?
CX5 (or MSX+SG05 sys-
tem) owners are eagerly await-
ing Digital Music Systems
DMS1.2 package, confidently
expected for release by Christ-
mas. Expect a full colour, touch
sensitive, 1 6 track music com-
position system, with windows
and mouse option, designed for
use with the SG05 sound
module, but with facility for i/o
from any MIDI instrument.
This is the first of new series
of integrated music modules for
the CX5 from DMS, which will
include a sound sampling sys-
tem, score writer and multi-
cartridge expansion unit.
Watch out for reviews of these
and other music products soon.
Remember, if you are having
any Basic programming prob-
lems, are having trouble with a
particular technique or have a
tip you’d like to pass on why not
write to us. We can’t guarantee
to solve every problem as Basic
does have its limitations, but
we’ll do our best.
Unfortunately we can’t give
personal replies, but as many
enquiries as possible will be
answered through the maga-
zine. The address to write to is
Basic problems, MSX Comput-
ing, 38-42 Hampton Road,
Teddington, Middlesex TW11
0JE.
References:
Electro Musical Research
(EMR) Ltd, 14 Mount Close,
Wickford, Essex SS11 81 1G.
Tel: 0702-335747.
Digital Music Systems (DMS)
Ltd, 1 82 Wilmslow Road, Heald
Green, Cheshire SK83BG. T el:
061-436 4799.
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Stuck in the goblin’s
dungeon? Lost in a
maze of twisty
passages? Mike
Gerrard, arch
adventurer, is here
to offer help and
advice
s the editor’s pin-
ched the new
adventure Castle
Blackstar for his software
pages, I’ll concentrate on
your letters and throw in
some clues . . . including
several for Castle Blackstar ,
a game I’ve seen and enjoyed
on other micros.
Level 9 games are all avail-
able across a range of
machines, too, and Bob Fitz-
gerald of Bearsted is having
trouble with a couple of them,
Emerald Isle and Snowball.
Having been told that he needs
a long rope to deal with the
statue's arm in Emerald Isle, he
now can’t find the rope! That’s
to be located: TNEMUNOM
EHT WOLEB XELPMOC EHT
Nl. If you can’t reach that set of
locations, a bit of leverage will
get you there: EUQALP EHT
WOLEB TSOP EHT TRESNI.
Bob’s also looking for an idol in
the same game, and that is:
SNIUR TSEROF EHT Nl
TPYRC EHT DNOYEB.
In Snowball, Bob’s problem
is simply getting started. He’s
got beyond the very beginning,
which often has people
stumped for a while, till they try
typing KOOL RO ENIMAXE,
but when he goes above the
elevator and tries cutting a tube
he always dies. Try not cutting
the tube for a change! The start
of Snowball, usually slows peo-
ple up so I’ll give some answers
to this one, and give them
forwards, so anyone about to
embark on the game should
skip the next paragraph.
If you go out of the mortuary
at the start of the game, you are
continually hounded by the
nightingales, and as you can’t
beat these very easily the
answer is to get away from
them somehow. The way is to
PRESS BUTT ON at the mortu-
ary entrance, doing it three
times (any button will do), and
this produces another coffin in
the mortuary. You can climb on
this and go up to the next level,
which you’ll discover is almost
identical to the first. In fact
you’re now on the grey level of
the spaceship, as opposed to
the white level where you
began, and the nightingales
here don’t patrol quite so reg-
ularly. You can gauge their
movements by watching the
messages on the screen about
clanking noises, and by doing
this you can keep out of their
way. This allows you to explore
these corridors a little more,
and to send you on your way I’ll
tell you to look out for a button
on the floor.
On to something a little
easier, and that’s Zakfl Wood.
Not my favourite adventure, but
lots of you bought it judging by
the requests I’ve had for copies
of the clue sheet. Sunil Bhavna-
ni from sunny Neasden asked
how to get into the cottage after
crossing the river at the start of
the game. That’s a fairly
straightforward EGATTOC
RETNE, but you’ll only get in
provided first you remember to
EONAC EHT PORD. How you
can forget you’ve got one of
those tucked under your arm I
don’t know.
How on earth
you can forget
you’ve got a
canoe tucked
under your arm
I don’t know
Nor do I know why S. Robin-
son, who lives in Sunderland, is
having trouble with typing the
command GET LEAVES when
reaching the Path of Eternal
Sleep in Zakfl Wood. When he
tries this he’s told that he must
drop something first, which is
not necessarily unusual in itself
except that this happens when
he isn’t even carrying anything!
Sounds like a bug in the
program to me, as the com-
mand to GET LEAVES should
work quite straightforwardly.
Has anyone else experienced
this problem, and discovered if
there’s a particular set of cir-
cumstances that triggers it off?
If so, let both me and S.
Robinson know. He or she lives
at3 Coastguard Station, Roker,
Sunderland SR6 OPD, and I live
in a cage in a damp dungeon in
the basement of Haymarket
Towers, where the editor
throws me the occasional dead
rat as a reward for my adventur-
ous endeavours.
Andrea Murdie’s puppy has
strange eating habits too, or
should that be strange eating
hobbits? That’s because it
chewed up her instruction leaf-
let for The Hobbit, and she
wrote to me to ask if I had a
spare copy. I suggested she
contact those awfully nice Mel-
bourne House people, who I’m
sure will be happy to help, and
then she can contact Barbara
Wood house for advice about
the puppy. Adventures are
difficult enough without that
kind of problem to contend with.
Andrea, who’s ten, was also
enthusiastic about Bug-Byte’s
adventure, Journey to the Cen-
tre of the Earth, even though
she found it fairly easy and
polished it off in about three
weeks after school hours. She
found it well set out and very
playable, and thinks it gives
people in her age group an
insight into adventure games.
She’s also kindly supplied
some clues, as well as the
passwords needed to start the
final three parts, though I can’t
imagine anyone having too
much trouble finding these out
for themselves. However, just
in case, the password for part
two is TNECED, for part three
TFIRDA, and for part four
NRUTER. If anyone wants a
copy of, Andrea’s complete
solution tg the game, send me a
stamped addressed envelope
and I shall oblige . . . such
generosity.
Neil Hayes wrote from
Merseyside to ask how to get
into the complex in Lothlorien’s
Special Operations, and as this
isn’t a game I’ve played much
myself I hope someone will
write to Neil to help him out. His
address is 27 Borrowdale
Road, Bebington, Wirral,
Merseyside. We’ve covered
how to get into the compound in
that game in earlier columns
(which you’ve probably since
used to line the gerbil’s cage),
but not how then to get into the
complex. If someone can pro-
vide a complete solution to that
game then let me know, and I’ll
make it available as another
freebie. Who knows, the best
solution might even earn the
sender a Level 9 adventure.
If you’ve solved an adventure
and are prepared to help other
readers who may be stuck, let
me know, and I’ll print your
address. The same applies if
you’re looking for adventure
pen-pals, orseeking other MSX
adventurers in your area.
There’s nothing like a good
brain-storming session with
fellow adventure addicts to
come up with solutions to prob-
lems ... or even just a good
moan about being stuck in the
same place.
There s nothing
like a good
brain-storming
session with
fellow addicts to
come up with
solutions to
problems
Gavin Kruse is stuck in The
Worm in Paradise, wondering
how to get tickets for the boat,
get to a party, and find himself a
job. Firstly some general
advice on this game, as it’s not
one with a set solution that’s
identical every time you play it.
Only the very early part is
constant, and there are lots of
random elements governing
the later stages, not to mention
things that you the player can
do which create new problems
for yourself not covered by any
conventional ‘solution’. One
piece of advice is to be sure to
be home before the curfew is in
force, and also don’t attempt to
start a job too late in the day or
the Workstation Droid will reject
you. Never be in debt, either, as
you can’t afford to pay the fine
and complete the game, so
keep an eye on your creds.
For a job you’ll need to know
where the Government Job
Centre is, and the details of this
will be given out on a TV advert.
TV ads will also tell you about a
travel agent (for the tickets
Gavin asked about), a florist
and a hardware warehouse.
Another piece of advice is that
the time system in the game is
governed by a decimal clock,
where ‘five’ is midday and ‘ten’
is midnight. Curfew is from ten
till three the next morning. Each
hour consists of a hundred
minutes, and if you type WAIT
that passes ten minutes of time,
while any other command that
you type in causes one minute
to pass.
On the job front, you should
go to the Jobcentre and take a
job as a clerk. Don’t accept a
YTS or YOP job, and if you’re
not offered a clerk’s job you
should keep trying, though one
reason for not being offered
one could be that you haven’t
taken a shower in your Habi-
home — keep clean at all times!
You should also progress to
better jobs as time passes.
Gavin also asked about the
party at the Temple. For the
invitation forthat you need to go
to the Socialist’s Habihome, the
location for which is found by
examining a brooch. You must
take your faithful Dagget with
you, and this will find the
invitation for you.
Some of these comments will
also help reader Jeremy
Stocks, who asked me various
questions about the adventure,
and who also asked me to print
the answers backwards so he
could choose which ones to
read rather than read them all .
In a game like this, though,
some answers are so long that
it’s impossible to print them
backwards. What I can tell you,
though, is the use for the
Batpak you asked about: TEG-
GAD Nl TRESNI. Spilling wine
when opening the bottle at the
party: DAETSNI EMOH Tl
EKAT. Where to get the valve:
RERUOBAL A ERA UOY
NEHW ESUOHERAW ERAW-
DRAHNIYUB.
One reason for
not being
offered a job
could be that
you haven’t
taken a shower
— keep clean at
all times!
Jeremy’s final two questions
were how to cross the ravine
and how to get the scale off the
Behemoth. These two are link-
ed, and again it will have to be
given forwards so be warned.
Once the Behemoth wakes and
starts to chase you, you can
hide in the thornbush thicket
close by, and at this the crea-
ture lumbers past and will fall
into the ravine. You can then
cross the ravine on its back,
taking the scale as you go. and
see what happens then!
Finally those clues on Castle
Blackstar. Map the forest maze
by dropping objects. It con-
tains: SNOITACOL LAICEPS
EERHT. These are: ELPMET
DNA ETARG, GNIRAELC. To
get past the drawbridge: WOR-
RA ERIF. To get the eggs from
the aviary: NILOIV YALP. For
this you need: WOB DNA
NILOIV. Use of the gold ring:
SNOGARD DNA SEVRAWD
OT ELBISIVNI UOY SEKAM.
I can see the bottom of the
page approaching, so it just
remains for me to say: EMIT
TXENUOYEES.
STOP PRESS: the editor in-
forms me that the best com-
plete solution to Special Opera-
tions received by 5th January
1 987 will in fact win the Firebird/
Level 9 Jewels of Darkness
trilogy. Entries must be your
own work.
June/July 86
Beyond Basic — the first steps
to more advanced program-
ming with other languages.
Typing in readers’ listings —
where to look if you run into
difficulties, and some hints on
sending in your own program-
August/September 86
Yamaha’s new software for the
CX5M II revealed, plus an
explanation of MIDI.
Programming hints to help you
get the best from your disk
drives.
Making the Spectravideo
Xpress work for its living, by a
satisfied user.
Compact printer — the near
4a etoft f
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If you’ve missed these issues of MSX Computing and want
to get hold of a particular feature, help is at hand.
Contact our Book Sales department which will be happy
to send you back issues from our warehouse for £1 .45 per
copy (including postage and packing).
Justsendyourname and address plusa£1. 45 chequeor
postal order made payable to Hay market Publishing Ltd, to
MSX Computing Book Sales, 1 2-1 4 Ansdell Street, London
W8 5TR, stating which issues you require.
Listed below are the currently available back issues with
a brief description of the major features, tests and reviews
in each. All issues carry software reviews and listings.
FI
JUNE 86
AUGUST ’86
OCTOBER ’86
letter quality Brother M-1109
tested.
Sony’s SMC-T 1 1 tested — a
possible insight towards the
way MSX might develop.
How to get the most from the
function keys in your own Basic
programs.
October/November 86
MUD is not just an adventure
game, it’s a way of life. We
explain.
Control a disk system using
your own programs with Allan
Wood.
Don’t keep yourself in the dark,
our Knight T yme map helps you
see the light.
Adding on a second disk drive
does wonders for your MSX.
We show you how.
Tim Markes examines MSX
music software written by two
talented enthusiasts.
When a copy of MSX Comput-
ing comes out, newsagents’
shelves are often emptied of
stocks within days. If you aren’t
quick off the mark you might
find yourself stuck without a
copy.
One possible solution is to
pop down to your local newsa-
gent waving a very large axe,
and suggest politely that he
increases his order. But we
recommend a second method
— so much more civilised —
your own personal postal sub-
scription to MSX Computing.
Please complete this form in block letters, and send it — together with a cheque or
postal order for £16 made payable to Haymarket Publishing Ltd — to MSX
Computing, Subscriptions Dept, Haymarket Publishing Ltd, 12-14 Ansdell Street,
London W8 5TR.
Name
Address
Postcode
I enclose cheque/postal order* for , for 1 2 issues of MSX
Computing.
* Underline the one that applies.
Hard copy costs hard
cash , but Steve
Mansfield has his eye on
some low-cost options
W hat’s noisy, ex-
pensive and
takes up valu-
able room on your desk? The
answer is, of course, a prin-
ter. If you didn’t know the
answer, the chances are that
you haven’t got a printer, in
which case read on. The rest
of you can go back to debug-
ging, or playing games or
whatever else it is you do
with your computer.
Choosing a printer isn’t easy,
especially if you get bogged
down in the terminology (for
which we have a less polite
name, but the editor probably
won’t let me print it).
To help you out we’ve put
together an interesting selec-
tion of printers, from the very
inexpensive to the moderately
inexpensive.
Which printer you finally go
for depends on too many vari-
ables for us to pick one of this
bunch as the best choice. What
we’ve tried to do is select a
representative range and give
you some idea of the kind of
features you can expect in the
various price brackets, with a
ceiling around £300. The list is
by no means exhaustive, but it
should be instructive.
If the opening description
has put you off printers, take
heart — things are changing.
For example, printer prices
have come down and are still
dropping. Or, if you’re prepared
to pay, you can get features
which were just a glimmer in a
printer designer’s eye a couple
of years ago. As for the last bit of
the description, once you’ve
got a printer you’ll find it’s worth
every square inch of that valu-
able space.
For any serious computer
application a printer is essen-
tial. If you use a word processor
you’ll need some way of com-
mitting your pearls of wisdom to
paper — unless you’re going to
invite all your friends round to
your house to read the words on
the screen. You might improve
your social life that way and
decide to give up mucking
about with computers
altogether, but check the idea
out with the rest of the family
first.
Any self-respecting busi-
Top: Juki 6000 . Above: Centronics GLP II
ness program will include an
option to dump the facts and
figures it manipulates to a
printer. That saves your
accountant having to fight his or
her way through all the people
reading your novel on-screen,
in order to work out how much
you owe the Inland Revenue.
Of course, having bought a
computer you now can’t afford
an accountant, but let’s not
worry about that here.
Programmers also find prin-
ters invaluable. It’s a real strain
scrolling up and down the
screen in a desperate search
for a recalcitrant bug. Once a
program is down in print it’s
amazing how those syntax
errors just leap off the page at
you.
So who doesn’t need a
printer? Well, anyone who only
plays games. But you wouldn’t
do that, would you? Or even if
you do, you probably wouldn’t
want to admit to it, so having a
nice, shiny printer sitting next to
your micro is one way of
convincing people that you’re
serious about this computing
business. Printers have a high
bluff factor.
Of course, buying a printer is
an expensive way of impress-
ing your friends. Hanging furry
dice in your Ford Escort is far
cheaper, although it doesn’t
have the pizazz of new tech-
nology.
The one thing that deter-
mines the cost of a printer more
than any other is the printing
mechanism itself.
Dot matrix printers, which are
by far the most common type,
usearowofpinswhichhitanink
ribbon, building up the charac-
ters outof a matrixoftinydots —
so the name makes sense,
really. But that kind of precision
doesn’t come cheap, so before
we get into normal dot matrix
printers let’s have a look at an
alternative.
That alternative is the ther-
mal printer which uses heat
sensitive paper. The printing
heads on this kind of device are
much simpler and so tend to be
a lot cheaper.
The Epson P-40, for exam-
ple, should cost you around
£95. Possibly the most interest-
ing feature of this miniscule
device is that it’s portable,
running off batteries. That’s
probably of little interest to MSX
owners, as you’re still going to
have to find somewhere to plug
in the computer. But it must
have seemed like a good idea
at the time as far as Epson was
concerned, especially as that
company markets a battery-
powered laptop micro.
The P-40 will give you
reasonable print with its 9 x 6
matrix, albeit on narrow paper.
As well as the standard pica-
style characters this machine
will come up with emphasised,
enlarged and condensed fonts.
It’s not up to producing classy
letters, especially as it uses
tacky thermal paper, but it’s
more than adequate for pro-
gram listings and hard copy for
your own records. In spite of the
narrow paper you still get 80
characters a line with the stan-
dard font. That’s handy when
you’re printing listings as it
prevents too many program
statements being broken over a
couple of lines.
There’s just one snag,
however. Epson, in its infinite
wisdom, has just decided to
drop the P-40 from its range, so
if you do find one of these
printers make sure that you get
any accessories you need —
like a mains power unit and
rechargeable batteries —
straight away. You might not be
able to find them in a few
months.
Star’s STX-80 is another
thermal printer, but has the
advantage over the Epson of
taking wider paper. Like most
thermal models it’s very quiet,
and in spite of being cheap
produces quite good quality
type. Part of the reason for that
is that it uses a 7 x 9 matrix
which gives more detailed
characters than you get from
most printers of this type.
It’s a little limited when it
comes to typestyles, however.
You get a choice of normal or
enlarged — that’s it.
At 60 characters per second
(cps) the STX-80 is reasonably
fast yet it has the one real
advantage of thermal printers
— it whispers. Try holding a
telephone conversation next to
a normal printer as it spews out
text and you’ll realise what a
boon a quiet printer can be.
The Citizen 1 20D might not
be particularly quiet — it is, after
all, a standard dot matrix
machine. But it has a few other
things going for it. For a start, it
has that magical attribute to
which so many printers aspire
these days — near letter qu ality
(NLQ).
Unfortunately, the term NLQ
has a wide range of interpreta-
tions in the printer manufactur-
ing community. With top of the
line dot matrix printers, like
Epson’s LQ series, costing in
the region of £500-£600 up-
wards, the phrase means ex-
actly what it says — that the
quality of the print is very close
to the letter or correspondence
quality that you get from some-
thing like a posh electric type-
writer.
It’s a bit much to expect that
kind of quality from a printer
which only sets you back a
couple of hundred, but the
Citizen has a pretty good stab at
it. As well as the NLQ mode the
120D will, if you ask it nicely,
come up with emphasised,
condensed, expanded and
double strike modes. It will also
provide super- and subscript
and underlining.
Hidden inside the machine
are a load of chips which can
save you a lot of hanging
around. These are memory
chips used as a buffer. Printers
without decent buffers stop the
computer sending characters
while they print the ones
they’ve already got. As printers
invariably print slower than the
computer sends out data the
result is a micro which does a lot
of waiting and not a lot of
computing.
A buffer takes as much data
as it can handle, feeding it to the
printer when it’s ready. Once all
the data is dumped into the
buffer the micro is once more
free to do your bidding while the
printer plods away. The Citizen
has a generous 4K buffer which
is equal to a reasonably large
word processed document or
Basic program.
Another interesting point ab-
out this machine is the inter-
face. Most micros talk to their
printers through a parallel inter-
face, mainly because it’s fast.
But there are occasions when a
serial interface is required —
because the micro hasn’t got a
parallel port, is using it for
something else or is talking to
the printer through some other
device which happens to be
serial, like a network.
For those reasons the major-
ity of printers are available in
serial or parallel versions. The
trouble is that once you’ve
chosen which you want, and
have handed over the required
dosh, it can be a little difficult
changing to the other type —
short of replacing the main
circuit board in the printer.
Toovercomethis, many prin-
ter manufacturers are provid-
ing interchangeable interfaces
on their machines. In some
cases the interface comes ex-
Star NL 10 with plug-in interfaces
Britain's contender: the Samleco DX-85
tra, which is worth bearing in
mind when you’re budgeting for
your printer. That’s the case
with the Citizen 120D. It does
mean, however, that changing
interfaces is a comparatively
easy and inexpensive job, and
the change isn’t permanent.
The 1 20D is one of a bunch of
printers now available around
this price range which offer
virtually everything you’re likely
to need, except for making
coffee and advising you on your
grammar. These are general-
purpose machines which can
do most jobs with reasonable
quality and reliability.
Another contender in this
arena comes from Centronics.
If that name sounds familiar it’s
because it gave its name to the
standard parallel printer inter-
face found on most computers
these days.
Whoever was in charge of
modesty at Centronics
obviously had the day off when
the company named its budget
printer — the GLP. Those
initials stand for ‘Great Little
Printer’. But perhaps Centro-
nics can be forgiven a little
trumpet blowing considering
they invented the dot matrix
printer in the first place.
The GLP is now in its second
incarnation. The main improve-
ment over the first model is in
speed — the GLP II rattles
along at lOOcps in draft mode,
which is about 100 per cent
faster than the previous model.
It’s a compact machine and
has a few tasty design features
— like a large dust cover which
is clear enough to read the
printed text easily. It has the
obligatory fonts for a machine
at this price, including NLQ,
condensed and emphasised
characters, double-strike, sub-
script, superscript, and under-
line.
Whatthe GLPcan’tdo is print
all the characters you can
produce on your micro. Indeed,
the main disadvantage about
most of the printers in this
survey is that they are not fully
MSX compatible.
Of course, they are all cap-
able of handling the characters
common to all micros — in other
words, the ASCII character set.
But they can’t handle the spe-
cial characters, including
graphics symbols, which MSX
micros can so effortlessly pro-
duce.
The one possible exception
is the Samleco DX-85. This
uses interchangeable inter-
faces with versions for most
popular home and business
micros. One of these is for MSX
machines, but you will need to
check availability at the time of
purchase — you may have trou-
ble getting hold of one.
Even without the interface,
the Samleco is worth consider-
ing. It has all the usual features
plus automatic paper loading
and a fast print speed, at
1 20cps. It’s also a British pro-
duct in a predominantly
Japanese market.
Another good competitor in
this medium price bracket,
although not British, is the
Shinwa CPA80-I-, which can
also be found under the Micro P
badge. It’s another NLQ
machine with its main feature
being a buffer option — you can
have 2K or 4K.
The CPA80+ is a good,
all-purpose printer with
perhaps its main attraction
being that it comes from a
reliable stable, through a distri-
butor — Micro Peripherals —
which is best known for its
professional services. For ex-
ample, the machine comes with
a two year warranty.
Although most of the current
crop of dot matrix printers will
give you near letter quality print,
that still might not be good
enough. In that case you’ll want
to go the whole hog and get a
real letter quality printer. In
most cases that means a
daisywheel and a bigger over-
draft.
Daisywheels use electric
typewriter technology to give
superb quality print. Even the
best NLQ dot matrix printers
have trouble matching it. but
daisywheel printers have
tended to be expensive. The
Juki 6000, however, is reason-
ably priced. It’s slow, fairly
noisy and unsophisticated in
the way of features, but what
comes out of it is indistinguish-
able from the more expensive
members of the species.
What you do get for your
money is variable character
pitch — that’s the number of
characters you get to the inch
along the line — underlining
and, unusually for an inexpen-
sive printer, automatic center-
ing of text if required.
The Citizen LSP-10 also has
an interesting text feature in the
shape of proportional spacing.
Once again it’s something that
was rare a couple of years ago
but is now definitely in vogue.
What it means is that instead of
every letter taking up the same
amount of line space, regard-
less of whether a letter is a
capital ‘M’ or a lowercase ‘i’, the
letters are properly sized. It
makes full justification in word
processing difficult but the text
is more readable.
The LSP-1 0 is generally well
specified, including a very good
NLQ mode and automatic
sheet loading with the optional
feeder. It’s a machine for those
who need both high quality and
high throughput — a good
choice as a main office printer.
With the last printer in our
selection we’re starting to get
into the classy end of the
market, although still at a price
which won’t bring tears to your
bank manager’s eyes.
The Star NL-10 has most of
the features we’ve already
talked about. It uses inter-
changeable cartridges contain-
ing the interface. It has a very
high quality NLQ mode. And it
has virtually every font your
average dot matrix user could
reasonably want, including ita-
lics and double and quadruple
height letters.
The buffer is a very useful 5K,
which means that it will take
most documents in one squirt.
In addition to that, printing is
quite fast, clocking up a useful
30cps in NLQ mode.
The other notable feature is
the ease with which you can
select many of the settings —
like NLQ, italics and margins —
from the control panel, as well
as in software.
When you select a printer
there should be a few points
you should check with your
dealer. How much do the
ribbons cost, how long do they
last, and can you get replace-
ments easily? If the printer is an
unusual make, does it use the
same control codes as a better-
known brand, such as Epson?
This will make it easier to
achieve a full range of effects
with some software packages.
Finally, can he repair it if it goes
wrong?
So that’s it. Now all you have
to do is talk your bank account
into parting with some money.
STAR STX-80 £79
TYPE: Thermal dot matrix
(7x9 matrix)
PRINTING SPEED: 60cps
MAXIMUM PAPER WIDTH:
213mm (thermal roll)
PAPER FEED: Friction
PRINTING DIRECTION: Bi-
directional, logic seeking
BUFFER: One line
INTERFACE: Centronics as
standard
DIMENSIONS: 352 x 1 90 x
100mm
WEIGHT: 3.5kg
SPECIAL FEATURES: Quiet
OPTIONS: Serial to parallel
converter available
CONTACT: Star Micronics,
Craven House, 40 Uxbridge
Road, London W5 2BS. Tel:
01-8401800.
EPSON P-40 £95
TYPE: Thermal (9x6 matrix)
PRINTING SPEED: 45cps
MAXIMUM PAPER WIDTH:
112mm
PAPER FEED: Friction
INTERFACES: Centronics or
RS232 versions
DIMENSIONS: 46 x 216 x
128mm
SPECIAL FEATURES:
Battery powered (comes with
mains adaptor).
OPTIONS: Rechargeable
batteries available
CONTACT: Epson (UK) Ltd,
Dorland House, 388 High
Road, Wembley, Middlesex
HA9 6UH. Tel: 01-902 8892.
CITIZEN 120D £197
TYPE: Dot matrix (9 pins)
PRINTING SPEED: 120cps
(draft) 25cps (NLQ)
MAXIMUM PAPER WIDTH:
250mm
PAPER FEED: Friction and
tractor
PRINTING DIRECTION:
Normal: Bi-directional, logic
seeking
NLQ and Graphics: Uni-
directional
BUFFER: 4K
INTERFACE: Plug-in.
Centronics as standard
DIMENSIONS: 386 x 240 x
90.5mm
WEIGHT: 3.7kg
OPTIONS: Parallel interface
(£38). Serial interface (£52).
Automatic sheet feeder (£90).
SPECIAL FEATURES: Plug-
in interface cartridges. B/W
reverse image print.
CONTACT: Citizen Europe
Ltd, Wellington House, 4/10
Cowley Road, Uxbridge,
Middlesex UB8 2XW. Tel:
(0895) 72621 .
CENTRONICS GLP II £1 99
TYPE: Dot matrix (9 pins)
PRINTING SPEED: lOOcps
(draft) 25cps (NLQ)
MAXIMUM PAPER WIDTH:
254mm
PAPER FEED: Friction
PRINTING DIRECTION:
Normal: Bi-directional, logic
seeking
Graphics: Uni-directional
INTERFACES: Centronics
and serial versions available
DIMENSIONS: 327 x 195 x
71mm
WEIGHT: 3.5kg
OPTIONS: Paper roll and
tractor feed available
SPECIAL FEATURES: NLQ
mode. Small
CONTACT: Centronics Data
Computer (UK) Ltd,
Petersham House, Harrington
Road, London SW7 3HA. Tel:
01-581 1011.
SAMLECO DX-85 £217
TYPE: Dot matrix (9 pins)
PRINTING SPEED: 120cps
(draft)
MAXIMUM PAPER WIDTH:
240mm
PAPER FEED: Friction and
tractor
PRINTING DIRECTION: Bi-
directional, logic seeking
INTERFACES: Plug-in. Most
available
DIMENSIONS: 370 x 280 x
130mm
WEIGHT: 6.0kg
SPECIAL FEATURES:
Forward and reverse line feed.
Plug-in interfaces. Ribbon or
spool option
OPTIONS: MSX interface
available
CONTACT: Samleco Ltd, 9
Fairacres Industrial Estate,
Dedworth Road, Windsor,
Berks SL4 4LE. Tel: (0753)
85471 7.
SHINWA CPA 80+ £230
TYPE: Dot matrix (9 pins)
PRINTING SPEED: lOOcps
(draft)
MAXIMUM PAPER WIDTH:
254mm
PAPER FEED: Friction and
tractor
PRINTING DIRECTION:
Normal: Bi-directional, logic
seeking
Graphics: Uni-directional
BUFFER: 2K or 4K options
INTERFACES: Centronics as
standard. Serial version
available
DIMENSIONS: 384 x 315 x
125mm
WEIGHT: 5.0kg
SPECIAL FEATURES: NLQ
mode. Can be changed
between parallel and serial
types by replacing interface
board inside printer
CONTACT: Micro Peripherals
Ltd, Intec 2, Unit 3, Wade
Road, Basingstoke,
Hampshire RG24 ONE. Tel:
(0256) 473232.
JUKI 6000 £230
TYPE: Daisywheel
PRINTING SPEED: lOcps
MAXIMUM PAPER WIDTH:
300mm
PAPER FEED: Friction
PRINTING DIRECTION: Bi-
directional, logic seeking
BUFFER: 2K
INTERFACES: Centronics or
serial options.
DIMENSIONS: 415 x 222 x
128mm
WEIGHT: 6.0kg
SPECIAL FEATURES: Low
noise. Simple operation
CONTACT: Micro Peripherals
Ltd, Intec 2, Unit 3, Wade
Road, Basingstoke,
Hampshire RG24 ONE. Tel:
(0256) 473232.
CITIZEN LSP-10 £266
TYPE: Dot matrix (9 pins)
PRINTING SPEED: 120cps
(draft) 25cps (NLQ)
MAXIMUM PAPER WIDTH:
250mm
PAPER FEED: Friction and
tractor
PRINTING DIRECTION:
Normal: Bi-directional, logic
seeking
NLQ and Graphics: Uni-
directional
BUFFER: 4K
INTERFACES: Plug-in.
Centronics as standard
DIMENSIONS: 385 x 255 x
90mm
WEIGHT: 3.7kg
SPECIAL FEATURES: Plug-
in interface cartridges. B/W
reverse image print.
Proportional spacing. Hex
dump
OPTIONS: Stand for bottom
feeding
CONTACT: Citizen Europe
Ltd, Wellington House, 4/1 0
Cowley Road, Uxbridge,
Middlesex UB8 2XW. Tel:
(0895) 72621.
STAR NL-10 £278
TYPE: Dot matrix (9 pins)
PRINTING SPEED: 120cps
(draft) 30cps (NLQ)
MAXIMUM PAPER WIDTH:
250mm
PAPER FEED: Friction and
tractor
PRINTING DIRECTION:
Normal: Bi-directional, logic
seeking
NLQ and Graphics: Uni-
directional
BUFFER: 5K minimum
INTERFACES: Plug-in. Most
available
DIMENSIONS: 400 x 336 x
104mm
WEIGHT: 6.6kg
SPECIAL FEATURES:
Forward and reverse micro
feed. Hex dump. Front panel
operation
OPTIONS: Automatic cut
sheet feeder. Interface
cartridges
CONTACT: Star Micronics,
Craven House, 40 Uxbridge
Road, London W52BS. Tel:
01 -8401800.
t last — we’ve got
_ enough space to
include all those
handy hints, topical tips,
adventuregamemapsandall
those cunning methods you
keep sending in to us on how
to get ahead with your
favourite games.
From now on, MSX Comput-
ing will be including any in-
formation you may care to pass
on to fellow readers. We’ll also
print a selection of game
queries and judging by the
volume that we receive there
are an awful lot of frustrated
games players out there!
So keep the information flow-
ing in and help a fellow MSX
user beat the system. Write to
Arcade Action, MSX Comput-
ing, 38-42 Hampton Road,
Teddington, Middlesex TW11
OJE.
KNIGHTMARE
I have just purchased the game
Knightmare by Konami, but I
can’t get past the snake-
headed Medusa in the first level
as she blocks the entrance to
the next level. I think I have tried
everything.
J. Griffiths
Newcastle
Just keep shooting. She can
absorb a lot of hits but
eventually you will destroy
her.
In response to popular
demand, hints and tips
for those infuriating
arcade games
5 Street
6 Museum
7 Exit (to next street)
8 Just Micro
9 ToyShop
10 China Shoppe
11 Police Station
12 Jail
13 Museum
14 Gummo’s Chomping
Molars
15 Exit
16 Technology Research
17 I. Bloom
1 8 Hummo’s Socks
19 Room behind radiator
(bank)
20 Park
21 Graveyard
22 Park
23 Park
24 Exit
25 Playschool
26 Bank
27 Park
28 Park (Entrance to house)
29 House
30 Playschool
31 Room behind radiator
(bank)
32 House
33 House
34 House
35 Lounge
36 Hall
37 Kitchen
Useful items: find the object in
the first room number listed,
and use it in the second.
Washing powder 19 4
Weight
12 18
Bomb
34 12
Potty
30 10
Battery
11 8
Weedkiller
17 20
Horn
33 11,30
Clay
30 25
Glue
4 14
Credit card
1 26
Floppy disk
26 16
The key (27) enables you to
enter the secret passages be-
hind the radiators. The
peashooter (3) is useful for
getting rid of irritating ghosts!
NEMESIS TIPS
Level One.
At the start of every level there
are formations of ships to
destroy. Take out a whole
formation and you are left with
an energy capsule to remem-
ber them by. Using these
capsules you can build up the
appropriate amount of energy
to be supplied with an extra
weapon. On this level try to get
multiple fire and missiles. By
picking up missiles twice you
get faster missiles which can’t
be bad. Being a basic level no
problems should arise until you
reach the twin volcanos: there
you should position your ship
directly above the first volcano,
just under the roof, where you
safely avoid balls of lava or
shoot them. At the end of each
level, most of the time there is a
guardian ship. To destroy this
simply weave between his
shots while delivering your
own. Either wear him down or
hit him dead centre. Lasers are
most effective now.
Level Two.
Armed with lasers and missiles
simply shoot away the red walls
and avoid the turrets. Try to get
a shield. The strange package-
shaped aliens near the end can
be flown through while you
concentrate on blasting a hole
to fly through. The next bit has
yet more package monsters
which materialise wherever
your ship is, so keep moving.
Deal with the guardian in the
usual manner.
Level Three.
Normal multiple fire and mis-
siles are needed here, to keep a
constant flow of fire into the
mouths of the stone heads,
thus destroying them. Hiding
behind or between the heads
will provide safety. The second
set of stone heads standing
back to back should be flown
between to move you on to the
bonus level which is a much
better move than going on.
JACK THE NIPPER
I enclose a map and hints for
Jack the Nipper.
I compiled the map after my
friend and I had completed the
game. Everything has been
checked thoroughly and so
there should be no mistakes.
We hope to send in further
maps and hints on other games
in the future.
Nicholas Lewus
Colin Mangle
Sheffield
Rooms:
1 Bedroom
2 Hall
3 Jack’s Bedroom
4 Launderette
KEY: S — STARTING PLACE; P — SECRET PASSAGE
Bonus Level.
Switch to multiple double fire
and missiles and go through the
centre passage. With this fire
you can blow a hole in the roof to
reach the yellow capsules for
extra bonus points. The green
capsules give extra lives.
Level Four.
Much like level one but faster
and upside down. Using multi-
ple fire and missiles dive low
under the roof volcano and
move off when clear. The insect
drones can be simply blasted,
then avoided and finished off on
their next pass.
Level Five.
One of the toughest levels to
crack but it can be beaten if you
use the enemies’ weapons
against them. Again multiple
fire and missiles are the best
weapons as you will need a
constant flow of fire. Shoot at
the skulls as soon as they
appear, before they can shoot,
and they will go down a treat.
Hide behind the skulls you can’t
shoot in time. The skulls take a
lot of shooting but do go down
and the pools need to be blown
up. Avoid the flying bones and
the few more dragon skulls and
you will be on to the next bit
which is quite tricky.
Stay at the top left half of the
screen to avoid the alien crois-
sants and make sure none of
the blue ball-shaped aliens get
above you. Make sure you
shoot as many as you can
without moving too far down.
Level Six.
A very simple but time-consum-
ing level which is made much
easier by a technique which
leaves the aliens practically
harmless. Try to get multiple
fire and when faced with the
brains with tentacles, shoot
away the red segment of the
tentacle to render it harmless. If
you don’t have time to take out a
tentacle then dive to the bottom
of the screen and fly under the
alien. Deal with the guardian in
the usual manner.
Level Seven.
You must have lasers for most
of this level as you have to shoot
your way through. Make sure
you can switch to multiple fire
near the end as you will need a
constant flow of fire and a shield
if possible. At the end, position
yourself between the two blue
layers of wall so you are firing a
constant stream of fire two
bullets thick, with your ship
positioned near the back of the
screen using the blue walls for
cover. Fire centrally so none of
the big white aliens fire can get
past your own. Soon he should
phase out and dissolve leaving
you with immense satisfaction
and the final level to work on.
Level Eight.
Armed with double fire and
missiles simply push forward
trying to stay as central as
possible. A little speed will be
needed to out-manoeuvre the
package monsters and the
ridiculous hailstorm of bombs.
At the end of this level shoot
away at one of the arms and fly
through the gates before they
slam on you. Now you’re here
shoot away the ropes holding
the master brain together, and
you will see . . . well, do it and
see for yourself.
Finally . . . buy a big bottle of
Scotch and do it again in one
game. I managed to get one
and a half times round before
retiring.
Nick Brown
Farnham
SORCERY
I need help with Virgin’s Sor-
cery. I have managed to free all
the sorcerers, reached the
fountain of life where they are
waiting and received the mes-
sage, “You have rescued all the
sorcerers", but I noted in the
April/May issue that someone
sent in a high score of 1 09,841
and reached stage 3.
My problem is that my game
doesn’t have any more stages
and my highest score is only
28,000 after completing the
game. Is there anything wrong
with my program?
David Kelly
Findhorn
Scotland
Our mistake, David, it was a
printing error. There is only
one level in Sorcery and the
sole aim of the game is to find
all the sorcerers. The person
responsible has been made
to use a Commodore 64 for a
week.
VARIOUS GAMES
I have taken time off from
playing my computer to write
down some hints and tips on
Mutant Monty, Ghostbusters
and Way of the Tiger for fellow
readers.
Mutant Monty: for endless lives
press RUN after line 50 of the
following program and press
play on Mutant Monty tape.
10 CLEAR 100.&H87FF
20 BLOAD “CAS:”
30 POKE#27872,0
40 DEF USR=&H9000
50 A=USR(0)
Ghostbusters: buy a compact,
ghost bait and one trap and
then sit outside GHQ. Press B
on marshmallow alert and
move your car only when the
key and lock get close to Zuul.
When asked for account
name type in CODEBUSTERS
and press return. When asked
for account number type in
00166605 for a million dollars.
Try account name ANDY and
number 777 for unlimited
amount of money. When asked
for name just press RETURN.
When asked for code type
31 222646 for 999,000 dollars,
finally, when asked for name
just press RETURN. When
asked for code type: 61 4.
Way of the Tiger — Sword
Fighting: 1st Warrior — keep
slashing at the legs. Ninja —
keep doing a head splitter. 2nd
Warrior — hit him and jump out
of the way. After a while you’ll
be abletodoacontinuous slash
to the legs. Armed warrior — he
is only vunerable in the neck
and legs. A sword ritual is
effective against him and so is
any move to the neck or legs.
Green Beret: the defenders
who carry guns are able to walk
up ladders so be careful if you
are at the top of a lorry or
platform. The defenders who
don’t carry guns occasionally
start to jump, but to stop them
just jump in the air and stab
them. Try to keep your
weapons until the end as there
is a final charge at you before
you go on to the next level.
On level 2 (the harbour) go to
the far left hand of the screen if
you see a parachute in the sky
as his bullets can’t always
reach that far.
If you encounter a bouncing
dog at the end of the level, use
the same tactics as on the
defenders in the first level, but
be aware that they come from
both sides.
On level 3 (the bridge) run
along the top and kill comman-
dant before descending to run
along the bottom of the screen.
If he appears on the top while
you are at the bottom, fire a
grenade to kill him.
Keep three bazookas for the
final stage as three men in
helicopters appear. Run left
and turn around when the first
man descends, fire and run
right. Turn and fire at the
second man as he comes down
and finally turn left to fire at the
last one.
Level 4 (prison camp) is the
hardest and longest stage.
Enemy soldiers appear with
flame throwers at the end . They
are difficult to combat, but try
jumping towards them and
stabbing at them when close
enough. When the three or four
attackers are dead, you’ve
accomplished the mission.
John Burnikel
Sunderland
PASSWORDS
The passwords for adventures
2, 3 and 4 on Journey to the
Centre of the Earth are DE-
CENT, ADRIFT and RETURN.
On Vestron, after completing
each screen, waggle your joy-
stick frantically to avoid the heat
seeking missiles.
I have a few questions too. Is
there any way to load pictures
designed with the Wigmore
Mouse without first loading the
mouse software? I compose
music in Basic on my MSX and I
was wondering if there is any
way of getting drums to play
while I’m playing Mastertronic’s
Formula One. And lastly does
anyone have any tips on Mole-
cule Man, Finders Keepers and
Octagon Squad by Master-
tronic?
Martin Hillarg
Bradford
Thanks for the tips, Martin.
We know for sure that it’s
impossible to run your Basic
drum program at the same
time as playing Formula One.
Sorcery — only one level
AACKOSOFT CHALLENGES YOU ...
Take the nuclear powered aircraft carrier HMS
Indispensable to the Danger Zone. Use your Recon-
naissance Planes and Jet Fighters to map out and
destroy the Terrorist Base.
C64
CASS.
Art.nr. 3074
£
9.95
C64
DISK
Art.nr. 3075
£
11.95
MSX
CASS.
Art.nr. 3059
£
9.95
MSX
DISK
Art.nr. 3980
£
11.95
p * w -t
UU , IU
(til li I r i i i t i * i \iit.
Neither arcade, nor adventure or strategy but
all in one... CONFUSED?! Play one of the
numerous electronic puzzles that will stun
and exhaust you, but will always keep you
busy.
A completely adjustable Chess
Game, suitable for the absolute
beginner aswel for the advanced
player.
The sparkling challenges that The Chess Game 1 and 2
offers you have now been especially developed for the
MSX 2.
MSX 2 CASS. Art.nr. 3164 £ 18.85
MSX 2 DISK Art.nr. 3264 £ 21.95
C64
Art.nr. 3229
C64
Art.nr. 3230
MSX
Art.nr. 3213
MSX
Art.nr. 3113
CASS.
£ 8.95
DISK
£ 10.95
CASS.
£ 8.95
DISK
£ 10.95
i m x
MSX CASS.
Art.nr. 3223
£ 7.95
MSX DISK
Art.nr. 3123
£ 9.95
Slowly the engines get heated and the rotor beats the air. Your comrades are in desperate
need of help. Pick them up out of the blood-sucking jungle and get them to safety as
quickly as possible. Don’t forget your good fortune: You fly the best heli in the world.
WmmstA
ttJJCOTTERt
As a helicopterpilot
you maintain a fre-
quent connection
between Schiphol
and several drilling
platforms on the North Sea. Your deliv-
eries exist of provisions for the crew of
transportation of the six and the wounded.
Prove you are a first class pilot with this
true of life helicopter simulator.
NOHiHSEA
HELICOPTER
MSX 1 CASS. Art.nr. 3360
MSX 1 DISK Art.nr. 3370
MSX 2 CASS.
MSX 2 DISK
D r\ D AV 0-4 -4 -4
Art.nr. 3160
C64 CASS.
Art.nr. 3260 C 6 4 DISK
onn a i r irvr ai
Art.nr. 3162 £ 13.95
Art.nr. 3262 £ 15.95
Level Nine, giants of the adven-
ture world, have kindly agreed
to donate no less than fifty
prizes to our Christmas com-
petition.
Each winner will receive a
huge laminated year planner
especially designed for Level
Nine and decorated with col-
ourful graphics by Godfrey
Dowson. The pictures tell of a
world where science fiction and
fantasy merge — just like Level
Nine’s adventure games really
— and are superb. There is also
space to plan 1 987, day by day,
month by month.
In addition, lucky winners will
receive a Level Nine black
felt-tip pen to write down all
those important social engage-
ments.
TO WIN
Win one of fifty
colourful Level 9 year
planners — and a pen!
What do you have to do to win
these wonderful prizes? Simply
dream up two witty captions;
one for the cartoon and one for
the photograph of the Level
Nine staff looking rather silly in
the garden.
RULES
1 . The judges’ decision is final.
2. No employees of Haymarket
Publishing or Level Nine or their
families may enter.
3. All entries must reach us by
the closing date of Monday 5th
January 1987.
4. Entries must be addressed
to:
The Caption Competition
MSX Computing
Haymarket Publishing Ltd
38-42 Hampton Road
Teddington
Middlesex TW1 1 OJE
Andy Emmerson
investigates advanced
word processing
techniques
O ne of the hottest
concepts of the
moment is electro-
nic or desktop publishing:
with the aid of a personal
computer and a printer you
can create complete pages of
catalogues, newsletters or
magazines on your own
desktop.
T ext produced by word pro-
cessing can be combined with
graphics and headings and
titles also created on the com-
puter. You can also leave
spaces for photographs, then
dump the completed pages to
the computer and give it
straight to a printing company
for offset printing.
Desktop publishing allows
you to “do your own thing” and
create text, pictures and page
layouts, with no need to pay
other people a fortune. You can
then take the finished sheets to
an “instant printing” shop or use
your own offset printing equip-
ment or even a photocopier if
desired. Already many com-
mercial catalogues, customer
newsletters and in-house com-
pany newspapers are pro-
duced by this method, and the
technique is destined to grow
by leaps and bounds as the cost
of the technology comes down.
Sounds fabulous, doesn’t it?
Perhaps you would like to do
this kind of thing at school or at
work, or you may be the editor
of a club or parish newsletter.
What do you need to join in the
fun?
Well, as with so many things
in life, it depends! What it
depends upon is what sort of
results you are expecting. If you
want the same quality as “MSX
Computing” forget it: desktop
publishing does not give those
sort of results. Even to produce
a catalogue of reasonable
quality you need a business
computer such as a Macintosh
(an IBM PC is barely adequate)
and you also need a laser
printer with a resolution of at
least 300 dots to the inch, 32
shades of grey and an image
scanner for converting pictures
to computer format. By the time
you have bought the software
as well you are talking of more
than £8,000, which is probably
a little more than you or I had in
mind!
But with a little bit of effort and
enthusiasm, plus a little more
imagination, we can achieve
something not too far different
on an MSX micro, using an
ordinary dot-matrix printer and
affordable software. Virtually
all dot-matrix printers can
handle graphics as well as text,
and it is not difficult to design
large letters for titling and
headings on a micro. If you
have a printer with a Near Letter
Quality (NLQ) facility this will
enable you to print out the main
text of articles even more
neatly.
Charts, diagrams and other
graphics can also be produced
on the printer, and all you need
to do is cut out the various items
to go on each page. Then you
can lay them out on a blank
sheet of paper, add any photo-
graphs and when you like the
final layout, past them down
with Pritt, Cow gum or some
other adhesive which doesn’t
cause the paper to cockle. If
you want a special typeface or
effect it may be advantageous
to use Letraset or some other
similar rub-down dry transfer
lettering, though this tends to
be expensive if you use only
part of a sheet.
The finished artwork, as it is
called, can then be photo-
copied or taken to a print shop.
One tip: most professionals in
this field reduce their work. Let
me explain: if your finished
page size is to be A4 (and you
should stick to standard page
sizes, as the printer probably
won’t handle any others) make
your artwork A3. In other words,
always use the next size paper
(the numbers decrease as they
get bigger). If you intend to print
on A5 paper, make your
artwork on A4 paper. All profes-
sional printers can handle the
task of reducing the page-size
(many photocopiers also do
this now). Hand-drawn dia-
grams will look neater, any
misalignment will look less
obvious and you will be able to
get more typed text on a page.
Although it will be reduced by
one third, all your artwork will
still be perfectly legible, and the
reduction in size will make it
neater.
There are a number of
graphics designer and word
processing packages for most
home micros, even some
desktop publishing programs,
such as Fleet Street Editor
andthelookalikes. For the MSX
micro the choice is not espe-
cially wide, but two new pro-
grams, Print-X-Press and
AackoScribe , will give you the
tools for the job. If you’ve got the
imagination and the enthus-
iasm, then you’ll have no diffi-
culties, because these are both
good programs. They don’t do
all the work for you of course,
you’ll still have to be “creative
designer”! You will need a dot
matrix printer, and a colour TV
or monitor is useful, though not
essential.
Print-X-Press comes from
Anglosoft, a Midlands com-
pany which has also produced
some interesting software for
the Pioneer PX-7 video
graphics computer. At first I
thought the program might
have a special tie-in with the
X’Press micro, but no, it doesn’t
except that this was the
machine I tested the program
on. The software itself comes in
a very smart package, either on
disk or cassette. Working with
cassettes w i 1 1 be a slow process
if you intend to load and save
many files; another advantage
of the disk version is that you
get a number of demo and
sample files.
Print-X-Press is in fact a suite
of three sub-programs called
Designer, Compiler and Manu-
script which enable you to
design monochrome or multi-
colour documents. A special
colour separation facility en-
ables you to print out text and
graphics one colour at a time. If
you are prepared to change
printer ribbons and align the
paper carefully before each
pass of printing, you can over-
lay colours to produce multi-
Top: Aackoscribe. Above: output from Print-X-Press
coloured documents. A source
of supply is given for the
coloured ribbons, though I can-
not guess as to their price or
their availability for your par-
ticular brand of printer.
You can design your own
lettering styles and graphic
symbols on an 8x8 or 16x16
grid, and save up to 254
characters per file. Characters
can be loaded, edited and
saved, also copied, rotated,
inverted and shifted. You can
design your own or select or
modify characters from the
library supplied. Documents
can be designed in up to seven
colours, and you can move,
copy, centre and delete por-
tions of a document, all under
keyboard or joystick control.
Documents of up to A3 size can
be produced if your printer can
cope with this: obviously you
can view only part of the
document at a time on the
monitor screen. Items you can
design include greetings cards,
invitations, labels, personal-
ised stationery, tickets, calen-
dars, charts, plans and music
scores. All this can be done in
any quantity you require limited
only by the speed of your Epson
or Epson-compatible dot-mat-
rix printer.
In use the program is a
pleasure to drive. Everything
relies on menus and choices,
and it seems to be well error-
trapped — I did not manage to
crash the program at any time.
The disk runs automatically
and presents you with the
start-up menu: after this each
sub-program can be run on its
own or in combination. The
well-written instruction manual
will take about half an hour to
read and digest, and after
another half hour’s practice you
should be up and running. For
all that, the manual will not be
easy going for an inexperi-
enced user. My biggest com-
plaint about the manual is that it
concentrates on the mechanic-
al processes of running each
sub-program. It does not have
any illustrations at all, nor does
it go to any depth into the total
desktop publishing process. A
complete demonstration docu-
ment on the disk would have
been very instructive. I would
also have liked to know whether
an ink-jet colour printer could
be used, and a complete list of
compatible printers would help
many potential users who may
not know whether theirs is
Epson-compatible (or even ex-
actly what this means). The
packing also ought to tell you a
colour TV or monitor is almost
essential — trying to see a
black cursor on a green-screen
monitor is very difficult!
For all this I must say this
program is a good effort and
streets ahead of many rivals in
the field of so-called serious
software for MSX computers. I
look forward to seeing the next
release, when hopefully some
of these weaknesses have
been corrected. In the mean-
time it represents good value
for money and for all but the
most inexperienced user it
should prove extremely useful.
Word processor programs
for MSX computers are not
exactly abundant and finding
one that behaves anything like
professional W.P. software is a
rare delight. I should know — I
bought four different disk-
based W.P. programs before I
found one I could use! The daft
thing is that there are several
fairly good MSX word proces-
sors on the market, and if only
one program contained all the
best features of each it would
be superb. If your interest in
processing words goes beyond
just writing letters, spare a
minute to check out the fea-
tures you just can’t do without.
Ideally you need the follow-
ing capabilities:
# edit fairly large files
# centre text as well as left
and right justifying it
# saving files in ASCII as well
as processed format (for
sending files to electronic
mail or to people with other
W.P. programs)
# use familiar mnemonics for
embedded commands (e.g.
JO for justification on, CE
for centring, etc)
# set line spacing and where
a page will end
# have word count at any time
# have full control over printer
facilities (e.g. change
typestyles)
# stop the printer as soon as
you spot a mistake
# see what you’re doing (in
other words the screen is a
close replica of the
formatted document).
This last feature is called
WYSIWYG in the business —
What You See I s What You Get!
Having said all this, there is no
single word processor which
achieves all this. Wordstar gets
close and that is what I use now
(and intend to continue using),
but it will only work on compu-
ters with an 80 column display
(Spectravideo X’Press and
MSX-2 series). Prior to this I
used AackoText and I was
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A neat 1987 calendar produced on the Anglosoft package
delighted to see its updated
version, AackoScribe.
The Aacksoft series of pro-
grams are all well written and
presented: what’s more they
have Interactive Data Struc-
ture, in other words an inter-
compatibility. This means that
names and addresses created,
for instance, as AackoPresto
database files can be fed into
AackoScribe for merging into
the text of a standard pro-forma
letter. You could also take
tables out of their financial
spreadsheet to put in your
reports written with Aacko-
Scribe.
AackoScribe represents a
considerable advance over
most other MSX word proces-
sors in that it is a WYSIWYG
program. You see your words
as they would appear on a
typewriter, complete with a
cursor which moves along a
calibrated typewriter carriage.
On MSX-2 computers (but not
the X’Press) the display
automatically changes to 80
columns, while on 40 column
machines you can scan across
the page with the cursor keys
(which is tedious and means
you cannot see all that you
type.) While AackoScribe does
not have MS-Text’s clever
“window” type menus which
pull down like roller blinds, it is
properly menu-driven using the
function keys. A comprehen-
sive demonstration document
is provided. The program is
professionally presented with
little touches such as a smart
design showing while the prog-
ram is loading. The handbook
contains 23 chapters and is
exceedingly complete — all it
lacks is the handy quick sum-
mary chart of commands as
provided with AackoText. The
book itself was produced (using
AackoScribe!) on a Philips NLQ
dot-matrix printer and some
pages have not reproduced
very well. Using double strike
would have saved my eyes-
train . . .
Virtually all the features I
would specify for a word pro-
cessor program are provided,
and apart from the need for
an MSX-2 computer I can find
only one possible problem
area. This is the amount of
memory AackoScribe grabs for
workspace. The program
cleverly checks the amount of
RAM free as it loads and if it
doesn’tfind enough it automati-
cally re-loads itself while invit-
ing you to hold down the Control
key to release memory. Unfor-
tunately it cannot co-exist with a
second disk drive, so if you
possess one of these you will
have to unplug it physically. I
dare say that will not worry most
users, though.
The price, at £69, is not to be
sneezed at, but this program is
streets ahead of most of the
competition. With the reserva-
tions just mentioned, I can
recommend AackoScribe for
people who need a high-per-
formance word processor.
PACKAGES REVIEWED:
PRINT-X-PRESS
SUPPLIER: Anglosoft, PO
Box 60, Coventry, Warks.
TYPE: Utility.
FORMAT: Disk or cassette.
RAM NEEDED: not stated.
PRICE: £27.95 disk, £24.95
cassette.
AACKOSCRIBE
SUPPLIER: Aackosoft
International, PO Box 3111,
2301 DC Leiden, The
Netherlands.
TYPE: Word processor.
FORMAT: Disk.
RAM NEEDED: 64K.
PRICE: £69.
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Konami s programmers hard at work thinking up another original villain for their
new game .
36
FACULTY
Wir wiinschen all unseren
Kunden in Deutschland und
Ubersee ein recht herzliches
Weihnachten und ein
gluckliches Neues Jahr
wir sind limgezogen
FACULTY ENTERPRISES LTD
7a Sherwood Crescent
Market Drayton, Shropshire
Und wir haben jetzt eine noch grossere
Auswahl an MSX software und hardware
Bitte bestellen sie ihren MSX software
Katalog sofort
SPEEDSAVE 4000
TURBO LOAD AND
BACK-UP UTILITY
Up to four times faster cassette saving and loading
Load Speedsave, change the baud rates to any speed you wish
between 435 and 4600 baud. Add a third saving speed, and you are
able to save and load with the most convenient speed.
Full back-up facilities to tape or disk
Speedsave loads and saves all machine code programs, even
headerless and beneath basic area. Files directory or tape header
reader to detail names, kind of programs, length and addresses of
all files on disk or tape. Screen copy routine. Cassette based to back-
up programs up to 43K, tape to tape.
Disk version with files recovery to restore deleted files
Disk version for transferring machine code programs up to 40K from
tape to disk. With automatic shift in memory when a program
conflicts with the disk area and slot selection. Files recovery to
restore killed files on disk, no matter the length and kind of file. With
disk sector reader.
A very easy utility for use on MSX 1 and 2.
ON CASSETTE £7.25
ON 3.5" DISK £10.95
Includes p&p. Order by cheque or international postal order
Updates £2 — on original tape or disk
ARCKSOFT
26 De Wylch
925 1 PC Bergum
The Netherlands
FOR TOSHIBA HX10 OWNERS. KONAMI’S NEW
GAMES MASTER CARTRIDGE PLUS ADAPTOR.
ONLY £29.95
Advanced Games Master features include, full speed
adjustment, frame by frame advance, up to 99 lives,
any level restart.
r*
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Although the Games Master cartrige can only be
used on MSX computers that have 2 cartridge
slots, your Toshiba HX1 0 will need our
special adaptor that plugs into the
c$> > /
, ' cr A°
9 y * ' * K OP _
to
back of your computer.
Please Note;
Games Master is not compatible
with all Konami MSX games. For
further information please
telephone us.
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All the latest MSX software reviewed
in our usual format to help you spend
your hard-earned money wisey. In
addition to our detailed description of
each program we use a star rating
system, evaluating games on
graphics, sound, value for money
and our overall verdict. Where a
rating is not applicable — use of
sound in a wordprocessor, for inst-
ance, the rating is given as N/A.
STAR RATINGS
★ Not worth the trouble
★ ★ Acceptable, but nothing exciting
★ ★ ★ One of the best
ROAD FIGHTER
£ 14.95
Inspired by T.V. car chases? Stop! Return
your family’s beloved Morris Minor safely to
the garage, plug in this Konami cartridge
and set yourself for the drive of your life.
In this game you race your red roadster
using joystick and/or keyboard against 1 1
blue roadsters, avoiding obstacles on the
way. These include 18-wheelers that drop
off oil drums, sedate family saloons, GT cars
and faster redneck hot rodders which will run
you off the road given half a chance, oil slicks
and of course twisting and narrowing roads.
Your viewpoint is that of a helicpoter
hovering above your car as the colourful
scenery scrolls past below. This scenery
consisting of brilliant graphics changes
dramatically for each of the six stages.
These include icy wastelands, cliff roads
and a narrow suspension bridge. A well
needed rest is given between each stage as
a map of the whole course is shown
indicating your position.
During racing your position on that section
is shown on a control panel that also
indicates speed, fuel and points. Fuel is
important as an empty tank means the game
is over and fuel is lost every time you crash.
However, passing over a bonus purple heart
gives additional fuel as well as extra points.
The sound rather than being an
annoyance, as with some software, greatly
enhances this game. A jolly tune accompa-
nies ‘Game Over’ to take the edge off your
disappointment and a fanfare is provided for
successful completion of each stage. The
sounds of the engine, screeching skids and
explosive crashes really make the game
realistic and therefore adrenalin pumping.
It is highly addictive — other people may
.take over your computer. This is because
you can always improve, and a skill learnt,
such as driving out of skids, becomes
instinctive, yet just as you are feeling
proficient another hazard — such as an oil
drum bouncing along the road or a deep
patch of water slowing down the car —
causes a spectacular crash.
The game is also very good to watch and
so the family end up as back seat drivers
cringing and squealing at near misses. I
recommend anyone to buy this game.
(This is reader Karl Wilson’s competition-
winning review — see p.51).
SUPPLIER: Konami
01-429 2446
TYPE: Arcade
FORMAT: Cartridge
GRAPHICS* ★ ★
S0UND***_
VALUE ★ ★
VERDICT * * *
SALVAGE
£ 1.99
SUPPLIER:
TYPE:
FORMAT:
RAM NEEDED:
Livewire
Adventure
Cassette
32K
GRAPHICS**
SOUND * *
VALUE * * *
VERDICT * ★
Nice to see a new release for the adventure
fans which isn’t from Level 9 just for a
change and it’s not a bad little game either
particularly when you consider the £1.99
price tag.
It’s got graphics , whi ch occupy most of the
top half of the screen, although down the
right-hand side runs a neat Notepad feature
which allows you to make memos to yourself
which stay on screen for the duration of the
game. To enter those you type NOTE
followed immediately by the words, and on
pressing RETURN the words appear on the
notepad.
But what are you meant to be salvaging,
and why, and what’s in it for me? Typical
adventures’ questions. You’re in a convict
shuttle ship that isn’t bound for Botany Bay
but has simply been in orbit round an
asteroid with a long name for the last 17
years. You’re not doing porridge yourself as
the shuttle is now redundant, but you are on
board looking for the Sequerra Crystal, a
valuable source of energy.
Sadly for you, your teleporter device
throws a wobbler and you’ll have to resort to
using the shuttle’s device to escape. But
what’s the code to bypass the security
system? Any hope that it may have been
secreted, in whole or in part, by convicts who
were hoping to escape from the ship?
The game plays fairly conventionally, with
one or two word input, a save game feature
and it understands the usual LOOK, INVEN-
TORY and so on. The Detention Room
where you begin shouldn’t detain you for
very long, and you find a credit card with two
digits on i t — but are they part of the 5-figure
teleport code? And why has the Andrex toilet
paper got 43 written on it? The only thing I’ve
ever seen written on toilet paper is Govern-
ment Property, when the RAF thought
people would steal it otherwise.
The early problems are all very straight-
forward, perhaps a little too straightforward
for regular adventures, but at least the
game’s well done. Although it’s disappoint-
ing that it reads the first letter of any word it
doesn’t recognise as an unexpected move-
ment command.
Type SCORE, for instance, and you go
south whether you want to or not. As this can
just on occasion be to an instant demise, it’s
an irritating fault. Who wants to go east when
you’re trying to eat the toilet paper?
The tasks do get a little more difficult as
you go, but even in a quick play it’s possible
to get qu i te a way i nto the game provided you
use that SAVE GAME feature cautiously.
We’d recommend this one mainly for
beginners, but keen players too will find
plenty to enjoy in this worthy effort.
J
f
ICE
Admit it, you’ve always wanted to be a
penguin, haven’t you? You haven’t! Have
you no ambition? Well you’re goi ng to be one
whether you like it or not in Ice, which
Eaglesoft has licensed from Bytebusters as
part of its Classics series, “the super-action
super-super arcades that will make history!"
That’s what it says on the inlay anyway. Pity
they couldn’t have found room for some
instructions, although registered arcade
addicts will know the general way in which
you play this one.
Our hero, the aforementioned penguin,
though in truth he looks more like a refugee
from a Pac-Man Convention, starts the
game on a screen that’s partly-filled with a
pattern of ice-cubes. In among the ice-
cubes are three diamonds, at least on the
first level, though these increase in number
as the game goes on ... or more likely
doesn’t, as this is a pretty tricky one, it has to
be said. Why, we had to play it for hours
before we could even review it. All in the call
of duty, of course.
Now as any self-respecting penguin will
tell you, ice-cubes are justtheretobe kicked,
so as you move round the screen under
joystick or keyboard control you can bash
the space bar or hit the fire button to send an
ice-cube sliding across the surface before it
smashes into oblivion.
T
£ 2.99
You can kick the diamonds, too, though
they don’t smash and that’s just as well as
you need to gather all of them together i n one
part of the screen to enable you to go
through to the next level. We believe this is
known as constructing a time-gate, or some
such description and it’s the bit the instruc-
tions don’t tell you about so you could be
kicking cubes forever and not have the
slightest idea what you’re doing.
One thing you’re definitely doing is
keeping away from the inevitable nasties
that share the screen with you and plod
relentlessly in your direction. But if you kicka
cube or a diamond in their direction then they
kick the bucket — at least for a while, as
there’s always a substitute waiting in the
wings. Wouldn’t you just know it? And likely
as not it’ll be one of the Mafia-types with the
cool shades that have the ability to walk
through some of the objects. Rats!
Graphics are good enough, as is the
speed of the action, and we loved the sound
on this one: a truly awful strangled yell when
you lose a life, and the “Oh my God, game
over!” when you’ve lost the lot. Not quite
good enough to warrant three stars, but
worth three quid of anybody’s money.
It is a pity that the instructions aren’t a bit
better, otherwise we might have given it the
full three stars.
SUPPLIER: Eaglesoft
TYPE: Arcade
FORMAT : Cassette
RAM NEEDED: 64K
GRAPHICS**
SOUND * ★
VALUE* ★★
VERDICT * *
1
KNIGHT TYME
£ 1.99
SUPPLIER: Mastertronic
01-377 6880
TYPE: Graphic/adven-
ture
FORMAT : Cassette
RAM NEEDED:64K
GRAPHICS***
SOUND * ★
VALUE ★ ★ ★
VERDICT * * *
It is hard to describe Knight Tyme as it is not
what you’d call a traditional adventure
although you do have to go on a journey,
figure out the clues and fulfill your quest.
Knight Tyme isn’t in the same category as
the classic text adventures, like those from
Level 9, all the same it is an adventure and a
cracking good one at that.
Cast as a Magic Knight, you are trans-
ported to the 25th century and are on board
the Starship USS Pisces.
A metal creature called Klink has given
you a datacube from which you have
absorbed a host of information which should
help you formulate a plan for your survival.
The first task is to locate the Tyme
Guardians — that’s if theyexist, and obtain a
Tyme machine from them so that you can
make your escape.
If you’ve read the last issue of MSX
Computing you’ll already have a head start
as we published a map of the game that was
sent in by one of our avid readers. If you
haven’t read it, do so now, you never know
when it might come in handy.
Your journey will take you far across the
galaxy and you’ll have to visit and explore
many planets so I recommend that you draw
a map as you go along otherwise you could
find yourself covering the same ground.
The authors of this title have put a lot of
effort into the design of the game and I
particularly like the use of a technique they
call Windmation. What it means is that you
are allowed to access the windows in which
the command choices are given.
Do read the instruction before playing
Knight T yme otherwise many of the choices
won’t make much sense. The authors have
very graciously included some playing tips
on the cassette cover — use them . Don’t try
to be bold and manage without ’cos you’ll
end up making the same mistakes that I did.
It took me ages to realise that Sarab would n’t
reveal how to move the starship until I
appeared wearing a valid identity card.
The graphics are superb with plenty of
intricate and colourful details, which all add
to the game’s appeal.
This is not the sort of game that can be
played in a couple of hours, it is going to take
several days unless you’re one of these
ultra-brilliant whizz kids who has a penchant
for solving adventures in not time at all.
According to the text on the cassette
cover Knight Tyme is the third in a series of
adventures from Mastertronic, if that’s the
case all I can say is that this one’s brilliant
and I can’t wait to get the other two!
If you’re looking for an ace adventure that
doesn’t cost a fortune, Knight Tyme is a
must.
PANIQUE
£ 2.99
Eaglesoft must know that the only hope they
have of boosting sales of this title is by
putting a drawing of a topless woman on the
cover, though the fact that she has a reptile’s
head does little to enhance her appearance.
Nor do the graphics do much to enhance
the appearance of this rather dated version
of the old arcade favourite, Space Panic,
although any resemblance to arcade
graphics begins and ends with the title
screen, which is annoyingly the best part of
it. Pity you can’t play a title screen, isn’t it?
For those who don’t know, Space Panic is
one of the original platforms and ladders
games, before Manic Miner came along and
made them better beyond belief. You control
the legendary little man, without whom no
arcade game is complete, as he climbs up
and down ladders and runs along the
platforms trying to avoid the meanies whose
general attitude is: this screen ain’t big
enough for the both of us.
As he’s usually outnumbered about
four-to-one, the LLM is given a shovel to
even things up a bit. With a bit of help from
you at the fire button or space bar (the best
place to buy a pan-galactic gargle-blaster),
he can dig holes in the platforms and hope to
tempt the meanies to fall right into them.
A quick bash on the bonce with the old
shovel and the meanie’s sent to meet its
maker. If you omit to hit it quick enough, it
climbs out and continues in its pursuit of you.
Clear a screen of meanies and your reward
is naturally to go onto even worse screens,
with more complicated patterns of platforms
and ladders, ensuring eventually that you
probably get trapped as the filling in a
meanie sandwich.
You have three lives and in addition, the
man must complete doing his Charles
Bronson act on the meanies before his
oxygen level runs out. There are four levels
of nasties you can confront yourself with,
these being smart, normal, dumb or moron.
The game can be fun, and Panique has
some nice features: keyboard or joystick
control, hi-score table digitised voice saying
‘Don’t panic’ and ‘Next level.’
What it doesn’t have is decent graphics.
This is the original stick-man and the screen
colours are very limited. Response was
none too hot either, and despite the bargain
basement price tag it didn’t make us want to
go on to the next screen, it made us want to
load up the next game quickly.
If you haven’t played a game like this
before then it’s worth £2.99 to find out what
all the fuss is about, as the actual playability
of the game is fine. But if you are used to the
original arcade version you will be dis-
appointed.
SUPPLIER: Eaglesoft
TYPE: Arcade
FORMAT: Cassette
RAM NEEDED:64K
GRAPHICS*
SOUND * *
VALUE f ★
VERDICT *
FUZZBALL
£ 2.99
SUPPLIER:
TYPE:
FORMAT:
RAM NEEDED:
Eaglesoft
Arcade
Cassette
64K
GRAPHICS * * *
SOUND * * *
VALUE * * *
VERDICT * * ★
And so once more unto the arcades, dear
friends, once more, to suffer the slings and
arrows of outrageous Fuzzball. Or some-
thing like that, anyway. But the only suffering
you’ll do in this one is through lack of sleep
from playing it just one more time about 87
times in a row.
This is based on the arcade game called
by various names along the lines of Q-Bert,
in which you control (joystick or keyboard) a
springy thingy as it bounces around a
pyramid that’s constructed from various
cubes. As the thingy, hereinafter referred to
as Fuzzball, lands on a cube it generally
changes colour, and the idea is that you
have to bounce around the pyramid until all
the cubes are the same colour, the colour
you want being indicated at the top left of the
screen.
For those poor souls who can only afford
black and white, there is a monochrome
option, and we tried this too to discover that it
works perfectly well. Fuzzball always starts
at the top of the pyramid, and the first screen
is comparatively easy as many of the cubes
only change colour once, i.e. when Fuzzball
lands on them a second time they don’t
change again. But this is only the first
screen . . . guess what’s coming, folks!
Yes, on later screens a cube will change
each time you land on it, so you have to plan
your route very carefully. Deal with the top
three cubes first is agood bet, then try and go
down one side and sort out the bottom ones
too, before filling in the rest. One reason for
this is that Fuzzball naturally isn’t the only
thing on the pyramid. Balls start bouncing
down from the top, so it’s best to sort out that
area first before the balls start raining down
in abundance. Later screens have more
balls, as you might expect.
The reason for attending to the bottom
cubes next is that occasionally a ball will
remain at the bottom instead of bouncing
off-screen, and this will slowly hatch into a
snake that then comes bounding after you,
by which time you should be dealing with
cubes elsewhere on the screen. Snakes are
pretty dumb, though, and you can usually
tempt them to leap suicidally over the edge,
but make sure Fuzzball doesn’t do it unless
it’s on to one of the platforms that spring you
back up to the top again.
Later screens lead to more complications,
without which no addictive game would be
complete, like the rival who also bounces
around changing all the cubes back again.
By then it’s hair-tearing time.
Fuzzball is frustrating, irritating, madde-
ningly addictive, and could result in a
severely strained joystick as you thrash it
from side to side. Recommended.
_l
MEANING OF LIFE
Just what is the Meaning of Life? Is it 42, an
answer that current philosophical theory
holds in very high esteem? Whatever it is,
the answer won’t be contained in a silly
game like this.
The game would be pretty poor even if it
weren’t f orthe rather nasty scenario in which
your given task is to assemble the latest
Soviet nuclear device, named KRAZY. Is it
just us, or do you too find this hardly the right
subject for a computer game? Maybe if the
results had been better we might have been
less critical, but one look at the first screen
and you can see you’re not exactly in for a
life-enhancing experience.
This is the type of arcade adventure in the
Manic Miner mode, where you move a
character about the screen and have to leap
over objects, pick things up by passing
through them, head for an exit, and
generally work out for yourself how all those
things fit together. Great fun in a good game,
but this ain’t a good game.
The various missile components are
scattered throughout the factory that the
game takes place in, and you have to pick all
these up and bring them to the assembly
spot, one at a time. A demo mode shows you
whereabouts the assembly spot is , and what
you’re meant to be picking up, which is just
as well as you’d be hard pushed to recognise
£ 2.99
Meaning
anything with these dismal graphics. It
seems odd to have sprites the size of
elephants and yet still containing no detail,
but you only have to look at our screen-shot
to see how lacking in detail everything is.
Those enormous sets of stairs, for instance,
which look like they’ve been drawn by a
5-year-old.
The fact that there are clashes of sprites
doesn’t help, either, with blocks of one
colour passing through and temporarily
obliterating something else. The extension
of this is usually that the accuracy you need
for moving about is poorly defined as well,
and that’s the case here — you can be on
something when not seeming to be on it, and
hit some things before your man actually
makes contact.
Other elements of the game include a
clock in the top right-hand corner that ticks
down from 5,000 while you’re searching for
the parts, and when it reaches zero you lose
a life. The ESC key allows you to quit and
return to demo mode, and you can use
keyboard or joystick, but why bother? There
has to be more to life than this.
At £2. 99 this is a low-cost product, but the
budget game league has made enormous
strides in recent months and this offering
from the talented Eaglesoft team comes as a
disappointment.
JfM
w.
SUPPLIER:
TYPE:
FORMAT:
RAM NEEDED:
Eaglesoft
Arcade
Cassette
64K
GRAPHICS*
SOUND*
VALUE *
VERDICT *
4 -
MOONRIDER
£ 2.99
SUPPLIER: Eaglesoft
TYPE: Arcade
FORMAT: Cassette
RAM NEEDED: 64k
Another in the series of Eaglesoft Classics,
re-releases of oldies that are sometimes
even goldies as well, and this version of the
arcade addiction of a few years ago is one
that might be worth adding to your col lection.
In Moonrider, naturally enough, you ride
the moon. Well, you don’t literally sit astride it
as if it were a Kawasaki made of cheese, you
ride your moon buggy over its surface which
unfortunately has more holes and bumps on
it than the Ml.
As with many of these Eaglesoft Classics,
you’re given the option of testing both your
joystick ports as soon as the title screen’s
loaded, but if your port is pole-axed you can
use the keyboard as well: left and right
cursor keys to decrease and increase
speed, up arrow to jump and space bar to
fire.
GRAPHICS**
SOUND**_
VALUE ★ ★
VERDICT * *
It would have been nice to have had a
chance to redefine this, as we found
ourselves firing when we should have been
jumping, but we dare say that you arcades-
ters out there with your dexterous digits
won’t have that trouble at all.
The landscape, or moonscape, scrolls
from right to left across the screen and you
must leap the holes as you encounter them
and shoot away the boulders and larger
rocks. Just occasionally they slip in a tiny
boulder that has to be jumped rather than
shot at, to keep you on your toes. Naturally
enough the first stage is reasonably easy,
although later ones have rather nasty
combinations of boulders and holes and
sequences of potholes that require a fine
judging of the speed needed. A Rider Radar
at the foot of the screen shows you how far
you’ve progressed along the various sec-
tions of the surface.
Holes and boulders alone might not be too
bad, if it weren’t also for the UFO’s that come
flitting along dropping bombs and firing at
you. Luckily foryou, yourfiring action allows
you to shoot forwards and upwards simul-
taneously, although sadly your forwards
firing range is severely restricted so you
need to practise hitting boulders at the last
minute.
The sound effects on this one are only
average, a feeble plinky-plonky effect that
could surely have been beefed up a bit.
However, it’s well-presented with a hi-score
table for all you egomaniacs out there. It also
has that all important ‘just-one-more:go’
quality, without which no arcade game is
truly complete.
At £2.99 it’s not to be sniffed at, unless
you’re into that kind of thing, and as long as
you don’t expect state-of-the-art mega-
blasting with the ultimate in graphics, you
shouldn’t be disappointed.
JUMPING JACK
This, according to the inlay, is “the most
stunning three dimensional Frogger of all
time!” Someone at Li vewire obviously had a
mis-spent youth. And “full colour isometric
projection” they also proclaim, which
sounds grand, but it has to be said that this is
by far the best in Livewire’s classic arcade
series, at least giving you a good game
which is not a million hops from the original
arcade machine.
The 3-D graphics are impressive, too, and
we especially liked the addition of Sinclair’s
C5’s in the slow lane of the motorway you’ve
got to hop across.
Anyone who’s led a frogless life so far
won’t know what that means, but the idea of
the game is that you control the hopping
hero and must move him across the screen
from top to bottom, the problem being that
between the top and bottom lie a couple of
fairly major hazards. The first is a five-lane
motorway, which has to have the most
unusual contra-flow system ever invented
as the vehicles in alternate lanes travel in
opposite directions, and generally getting
faster the further across you get. Ordon’tget
if you’re not quick enough on your flippers
and end up as another road traffic accident
statistic. It beats the M25 any day.
Survive the hazards of the road and you
then have to cross the river by leaping and
£ 1.99
landing on turtles and logs that also flow in
opposite directions. Your final leap must
take you into one of five safe spaces, and as
you have five lives, guess what you get to do
then? Right, do it again, four more times, till
all the spaces arefilled with frogs. The space
at the extreme left is the hardest to get at,
mainly because the logs in front of it are
floating from left to right and to get there you
really have to hop to it.
Then what? Why, do it again with more
hazards, of course. Faster cars (must have
put new batteries in the C5s betwen levels)
and snakes and crocodiles just anxious to
snap at an unsuspecting frog as he crosses
the river. There are bonuses, too, if you can
catch a dragonfly or rescue a female frog on
yourtravels, but as the levels progress you’ll
have your work cut out just in surviving. The
snakeless logs start to get slippy, and the
turtles have a habit of submerging just when
you least want them to.
The game didn’t seem to us to be quite as
tricky as the original, but it’s very nicely
animated with good sound effects and
should especially appeal to owners of 32k
machines. Would that all so-called arcade
classics were this good.
So if being an animated amphibian is the
life for you, buy it. But can someone explain
why arcade frogs can’t swim?
SUPPLIER:
TYPE:
FORMAT:
RAM NEEDED:
Livewire
Arcade
Cassette
32k
GRAPHICS***
SOUND**
VALUE * * *
VERDICT* * *
SPEED KING
SUPPLIER: Mastertronic
01 -377 6880
TYPE: Arcade
FORMAT: Cassette
RAM NEEDED: 64K
GRAPHICS**
S0UND**_
VALUE***
VERDICT * ★ ★
Fancy a quick spin round Silverstone on a
high speed motorcycle? If the answer’s yes
then this release from Mastertronic called
Speed King is the game to play.
Your aim is to pit your wits and skills
against 1 9 other determined riders and work
your way up to world class level.
The game has three skill levels and until
you get the hang of thi ngs your best bet is to
stick to the first level.
Your bike is equipped with six gears and
the selection is made either by waggling
your joystick forward and back or pressing
the top and bottom cursor control keys.
Each of the gears corresponds to a
particular speed range, just like ‘real’ gears,
and although it’s tricky at first, once you’ve
practiced a few times changing gear will
become second nature.
Once you get going you’ll find that your
speed increases very rapidly and you’ll soon
be tearing round the circuit at breakneck
speeds of 200mph or more.
Colliding with another rider will cost you
dearly as it will result in a spill from your
machine and a subsequent time penalty
whilst you fight to regain control. A further
time penalty will be incurred if you swerve off
the circuit at any time, so you need to keep a
cool head.
The only other bike game I have played
£ 1.99
involved a character called Eddy Kidd who
bore a remarkable resemblance to a
matchstick man. I was far from impressed
with that title, but Speed King is far superior
and will I’m sure turn out to be a winner and a
real money spinner for Mastertronic.
Great skill is required throughout the
game if you are to keep up a consistently
high speed and stay on the circuit without
becoming a cropper.
The graphics although basic are very
realistic and there’s a good scrolling effect
as you wind your way round the many
circuits on offer. My onlycomplaintisthatthe
background music before the start of each
race is very metallic and becomes boringly
repetitive after a while. However this is
compensated for by the realistic purr of a
cycle engine as you race around the track.
For me one of the game’s major plusses is
that you can choose to preview the circuit
and suss out exactly what you are letting
yourself in for before competing with the
other riders.
If you manage to achieve a new record it
will appear on the grandstand display board,
another nice feature that adds to the game’s
appeal.
Motorcyle racing games are few and far
between which is one of the reasons why I
reckon this game will prove to be popular.
THE APE MAN STRIKES AGAIN
£ 2.99
Now how to review two versions of the
mighty Kong arcade game in one issue,
without repeating all that gumph about
Mario having to rescue his damsel in
distress from the clutches of Kong by
leaping over barrels etc? Because if you’re
interested in this then you’re sure to read the
review for Congo too.
Perhaps we could fill the space by quoting
from the Dutch instructions, which makes
the game sound very interesting, with
phrases like “T rommelend op zijn beestach-
tige torso.” At least the Dutch readers would
know what we’re on about, but you do get
instructions in English as well. Whatwewant
to know is how you get an English pun like
“Fight for her before she goes bananas”
from a Dutch original reading “Vecht voor
haar, voor ze de pisang is!” Makes it seem
like she’s been at the contents of the barrels.
On with the game, however. Where
Congo has all the hallmarks of the cheapie
product, Ape Man looks a lot better all round.
It has the synthesised sound that appears in
many of these games that originate in
Holland from Aackosoft, and we like the way
they try to do something different in each
game. This time you get a real maniacal
laugh, and “He’s coming for you . . . Ape
Man!” That’s as well as the more usual
“Game Over”.
That’s not a sound you should hear for a
while, as the drawback of this version is that
it appears to us to be very much easier to
play. We got through the firsttwo screens on
our very first game, though we admit to still
being struggling on screen three, with all so
far being reasonably close approximations
of the originals. Congo’s problem is that it is
harder to play, but for all the wrong reasons
— sluggish and inaccurate sprite move-
ment, for instance.
Graphics on Ape Man are better in some
areas, worse in others. The ape himself
doesn’t move while lobbing the barrels down
on your bonce, but he does a nice shuffle
when he lopes off to the next screen. Your
man Mario, Alfredo, or whatever he’s called
in this one, is much better animated with
good detail, and his legs prove pretty long in
leaping over the rolling barrels, which is one
reason the first screen is so easy.
Neither of these, then, is the perfect
Donkey Kong substitute, but overall we
generally preferred Ape Man despite the
fact that even average players like us are
soon playing the last two screens. The
choice is yours.
Maybe someone will do a journalist’s
version one day ... a mad printer hurling
rolls of paper at a writer trying to file his copy
by the deadline . . .
SUPPLIER:
TYPE:
FORMAT:
RAM NEEDED:
Eaglesoft
Arcade
Cassette
64K
GRAPHICS**
SOUND * *
VALUE * ★
VERDICT**
STARQUAKE
£8.95
SUPPLIER: Bubble Bus
TYPE: Arcade-adven-
ture
FORMAT : Cassette
RAM NEEDED: 64K
GRAPHICS***
S0UND***_
VALUE ★ ★ ★
VERDICT * * *
Okay, we admit it, we’ve not the slightest
idea what’s going on in this multi-multi-
screen arcade adventure from Bubble Bus,
but we still thought it was terrific and one of
the best of this month’s batch of releases.
Don’t blame us, we didn’t get a set of
instructions, and don’t blame Bubble Bus
because by the time you read this, finished
MSX versions will be in the shops. Not for
long though, as we expect that anyone with
any taste who likes an arcade challenge in
the style of those very popular Ultimate
games will be parting with their penniesfairly
quickly.
The game , in fact, is said to have over 500
screens, and that seemed a conservative
estimate at times — we’d have willingly
swopped around the values of five lives and
500 screens to give us some chance of
succeeding at whatever it is we were meant
to be doing. POKEs, anyone?
Using the cursor keys or joystick you
control a little blob and it seems his
dangerous mission is to reach an unstable
planet that’s emerging from a black hole
somewhere at the edge of the galaxy. The
core of the planet has to be rebuilt or there’ll
be a terrific implosion and then it’s bye-bye
universe.
You’re provided with a Galaxy A-Z, and
this shows that the game is choc-a-block
with elements such as secret passages,
skeletonauts, teleports, weapon zapping
and even flexible thingydoos — the mind
boggles.
Not that our A-Z helpd us much, although
we did discover that you can find ways of
flying about the screens as well as walking
and you have to avoid the sparks that fly
between what look like the horns of Viking
helmets — very unflexible thingydoos they
are.
You can fly off the screen up, down, left or
right and you’ll have to keep a careful map
otherwise you’ll wander around like an
amateur and get absolutely lost. (Of course
we weren’t foolish enough to do anything
like that.)
The graphics are superb, smooth and !
fast-moving and the game comes over as a
cross between Sabre Wulf and Sorcery, if
such a thing can be imagined. All praise to
the Bubble Bus designer and graphics man,
Stephen Crow.
In its earlier Amstrad and Spectrum
versions, Starquake has picked up ' Crash
Smash’ and C&VG ’Game of the Month’
accolades and that’s not in the least
surprising. Good to see a great deal of care
has obviously been taken in its conversion
and we can therefore only declare it
MSXcellent.
CONGO
According to the cassette inlay, this is “For
all Donkey Cong enthusiasts — a chance to
relive those yesterdays in the arcades”, and
it isn’t just the spelling they’ve got wrong
either. Real Donkey Kong enthusiasts will
be bitterly disappointed if they expect this
attempt at converting the arcade version to
come even close to the fun and enjoyment of
the original.
For anyone who might have been living in
the depths of the jungle when Donkey Kong
came out, this is a four-screen arcade game
that requires you as the noble hero Mario,
here renamed Alfredo, to rescue your lady
friend from the clutches of the killer gorilla,
the mighty Kong, except this version
changes the villain of the piece to Congo the
crazy circus bear. Bears, frogs, gorillas,
pengui ns — it’s a real menagerie th is month .
He still shares Kong’s liking for rolling
barrels and throwing fire, however, and in
the first screen you start at bottom left and
have to zig-zag up the various platforms to
reach the top level, whereupon the hairy one
will take the young lady and remove her to
the second screen, whereupon you get to do
the same to a different design that also
involves moving pulleys and a bit more
planning.
The barrels come rolling down the ladders
at regular intervals, and it’s spotting the
intervals and the patterns that will enable
you to move up the screen and leap over or
avoid the barrels as they come at you. There
are also one or two hammers lying around,
and these you can pick up to bash the barrels
with, although you can’t climb the ladders
while you’re holding a hammer — and they
also have this nasty habit of disappearing
without warning, too. The ape, sorry, the
bear, also throws down fireballs but these
are a minor irritation and usually pretty easy
to dodge.
It’s surprising Alfredo can dodge any-
thing, though, as his movement is so
sluggish, while thebearconsistsofjustthree
sprites, hardly the ultimate in micro anima-
tion.
Later screens include umbrellas to help
you in your monkeying around the ladders
and platforms, while on the final screen you
have to flit about and remove the joints that
hold the girders together in order to bring
the dreaded Congo crashing to the ground
and ensure that your damsel is no longer in
distress.
The game at least has all the fripperies,
like keyboard or joystick control, good
hi-score table, pause option, music on/off
option, and so on, but none of that makes up
for the actual boredom of playing it. Not a
good buy, even at £1.99
£1.99
SUPPLIER:
TYPE:
FORMAT:
RAM NEEDED
Live wire
ware
Arcade
Cassette
32K
Soft-
GRAPHICS**
SOUND *
VALUE**
VERDICT*.
SUPPLIER: Mastertronic
01-377 6880
TYPE: Arcade/Strategy
FORMAT : Cassette
RAM NEEDED:64K
GRAPHICS * ★ ★
SOUND * ★
VALUE * * *
VERDICT* * *
OCTAGONSQUAD
Strategy games seem to be the flavour of the
month and Octagon Squad is yet another
low-cost title from the Mastertronic stable.
Not that I’m complaining as it is a great game
to play. However before you play the game
take a tip from us, read the cassette cover as
you’ll be utterly confused.
Octagon Sq uadis an icon driven game so
you need to understand the controls and
what you can and can’t do, and even when
you have everything under control, it still
isn’t plain sailing.
The key word to remember is team work.
This game is described as a ‘complex
strategy and team work’ title — and it is
exactly that.
In a far-off galaxy planet 54.7 (funny name
for a planet) has suffered a heavy chemical
attack. There are twenty-six survivors all
suffering from severe brain damage in a
reactor maze.
Cast as a Commander your task is to take
the Octagon Squad to the planet, beam out
the survivors via the teleport fence and
escape to safety. Sounds a doddle but it’s
going to take you a while to get to grips with
the controls of the game and understand
what’s going on before you can make any
serious attempts at winning.
Once you do get going you’ll find that
Octagon Sq uadis an intriguing game to play
£ 1.99
and it is going to take a far superior gamester
than I to master it. The screen is very busy at
all times and in the initial stages somewhat
confusing. Keeping your eye on the energy
display readout is absolutely vital, and no
matter how thirsty you get don’t drink from
the fountains as they contain an energy-
draining chemical residue.
You are also required to coordinate the
Equadroids — which is where the teamwork
comes in. The droids need to be man-
oeuvred into strategic positions so that they
block off the maze exits and keep the
baddies out.
The wording on the cassette cover also
informs you that there is a hidden edit
function, all I can say is that it must be very
well hidden as I certainly didn’t find it despite
several hours’ play.
The graphics in Octagon Squad are
superb and of the quality that is normally
found in titles with a far higher price tag.
Intriguing, unusual and impressive are
just some of the words I’d pick to describe
the game, science fiction freaks will revel in
it.
Like most of Mastertronics’ titles this is
being sold at a give-away price and one that I
would definitely mention in my letter to
Santa. What more can I say except Beam
me up, Scotty!
MOLECULE MAN
Many software houses turn out cheap
games by the thousand and most are pretty
awful, but Mastertronic has built up a justly
deserved reputation for launching cheap
titles that are excellent value for money, and
its latest game an arcade adventure called
Molecule Man is no exception.
The bl u rb on t he cassette cover descri bes
this title as ‘the infernal survival game’,
which just about sums it up as the name of
the game is survival.
Radiation (you are told) is gnawing away
at you and draining your body of all its
precious energy resources. The pills that
can bring about full recovery are hidden
within a multi-perspective 3-dimensional
maze, and one of your tasks is to find them.
However as with all good games there’s
just one itsy bitsy snag! You are lost in the
maze and finding the pills as well as finding a
route out will certainly keep you occupied.
You also have to race against time as the
longer it takes you to find a way out, the more
radiated you become, and the less chance
of survival you stand.
The good news though is that there is a
teleporter which you can use to escape from
the maze, but the corresponding bad news
is that it can only be operated by inserting 1 6
circuits (sounds a bit antiquated). Again,
you’ve got to find them first.
£ 1.99
Extra life can be bought and there are
coins you can use but they are scattered
(sparingly) throughout the maze. But once
you find a coin you are then faced with an
agonising decision: buy extra life, buy pills
which can save your life or buy some bombs
and blast a way out through the parts of the
maze that would otherwise be completely
unpassable.
Phew! I’m just as exhausted describing it
to you as actually playing it, there are so
many decisions to make and possible
courses of action to take that quick wits are
essential.
Fortunately the game does have a pause
facility so you can stop, plan your next move
and have a quick cuppa at the same time to
help you calm down.
I have thoroughly enjoyed playing Mole-
cule Man as it is an ‘adventure’ game with a
difference. The writers have incorporated
some pretty fancy programming, with excel-
lent graphics that are clear and colourful.
In fact it is very reminiscent of some of the
Ultimate adventure/arcade games which
have proved to be very popular.
This is the sort of title that will appeal to all
ages and provide endless hours of intrigue
and amusement. It is certainly worth buying
even if it wasn’t being offered at a
knock-down price.
SUPPLIER: Mastertronic
01-377 6880
TYPE: Arcade
FORMAT: Cassette
RAM NEEDED: 64K
GRAPHICS**
S0UND**_
VALUE***
VERDICT * * *
m First Division
giants and opted to
stay with Royers.
C16 + 4 MSX Spcctrun
This promisin
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team manager D;
Thorpe annou' *
today. M
Cox, attrcv %
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Amstrad, BBC/Electro
Atari CBM 64/128
debut
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reluctant^PP
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His depart i^H
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remarkable scoria
which has made tfl
born player the dub
prolific scorer in thd
war league history.
1
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1 MiKM
- i m
a
C16 + 4 MSX Spectrum 48K
has befallen the faff maid Amelia, held to the evil
dutches of Spebott the Temble Acting upon annter-
v dimensional distress signal from the galactic
\ cniiser SS Rustbucket, don your OmnixjttMafk
\ IV attack suit and venture forth in pursul of
\ your beloved's captors Defend yourself
\ nobly against the Berzefka Security
\ chads. Fight your way through 20
\ grueling ieveis onto the planet s sur*
CBM 64/128
Amstrad
fate of Amelia lies with the out-
come of your mortal combat
with the awesome Hencho-
\ droid. Is there any gal-
\ lantry and bravery left n
\ this modem day
\ universe?
\ Available
\ November
Amstrad Disk
CBM 64/128
Disk
£ 14 . 95 /
f the unknown at a
breakneck speed
pushng your reAexes
to their limits in this de-
/ ney that s not one for the
p W farthearted Roll left rofl nght
W avoiding the endless chasms of
/ doom that lay in and around the
/ squares of mystery Squares that will
/ sometimes slow your progress, on oc-
/ casion with fatal consequences and
/ sometimes speed up unexpected or make
/ you jump automatically. Keep a keen eye on
/ the clock as the quicker you complete your task
the higher will be your bonus, CBM 64 version is an
amazing 2 player simultaneous game. Amstrad Disc
version contains extra features.
mr~ ~ - :
2
1 i i JWlit 1 1 ' \
T
SUPPLIER: Nemesis
01-741 2299
TYPE: Arcade
FORMAT: Cassette
RAM NEEDED:64K
GRAPHICS***
S0UT£**_
VALUE**™
VERDICT * *
ROBOT WARS
Dedicated alien zappers will be in seventh
heaven with this latest space blaster from
the Aackosoft stable.
As the title suggests Robot Wars is a
traditional zap ’em and kill ’em type game set
in outer space. All the droids have gone
bananas and together they have decided to
declare war against you.
If that’s not enough to contend with there’s
also a yellow pac-man type creature which
bounds across the screen. Bump into him
and you’ll come to a swift demise. Robot
Warsisarelativelyeasygametogetinto.but
it is difficult to knock up a really high score.
The main snag is that bouncing character,
he crops up everywhere and no matter
which way I turned he still managed to kill
me.
The game is made all the more interesting
by the inclusion of a maze, which you haveto
work your way round whilst blasting the
droids to smithereens.
The authors have also written a hi gh score
table into the game. You aregiven the option
of saving it and seeing your name in lights or
disregarding it. Personally I get a kick out of
seeing my name at the top of the table!
Should you manage to knock up a lousy
score little messages will start appearing on
the screen. For example when I only
managed to achieve a paltry 700 I was
£ 2.99
informed in no u nee rtain terms that ‘an onion
could do better’ — I’d like to see it try.
The sound effects are standard for this
sort of game in other words they are moe
akin to the rat-a-tat-tat of an Uzzi sub-
machine gun than a laser blaster. Mind you
I’ve not heard a laser gun being fired but I’m
convinced it doesn’t sound like a conven-
tional gun. But what can one expect from a
game that only costs a few quid.
Knocking off aliens isn’t normally my cup
of tea but I enjoyed Robot Wars. It brought a
very mean competitive streak in me that I
didn’t know existed. I also found the game
compellingly addictive so much so that I
couldn’t leave it alone and your editor only
managed to drag me away from the screen
by being very persuasive!
Robot Wars will appeal to all ages and
should keep many a boisterous child ,
occupied for several hours (mums and dads
might bear this point in mind as the
Christmas holidays loom nearer). And at
su ch a low price it is the sort of game that can
be thrown to the back of the cupboard when
you’re sick of it and retrieved at a later date
when you tire of all those adventures and
athletic titles.
There are few games that I give strong
recommendations to and Robot Wars is one
of them. At £2.99 you can’t go wrong.
VESTRON
Having left Konami’s excellent Nemesis a
smouldering heap in my cartridge slot I’ll
admit to fancying my chances on Vestron
by a new company called Players.
The game is aptly subtitled ‘an impossi-
ble mission’ because it seems to find it
necessary to obliterate any timid player
until he sinks through the floor with shame
at his poor performance.
The story behind the game is that you
must save Earth, which is one of a few
planets remaining to be conquered by the
Amstradian empire. Sadly, Earth is dying
and to hold off the dreaded Amstradians it
will need a great deal of energy for many
years to come. This is where you come in.
You are sent to Vestron armed with
nothing at all to obtain the ‘caloscin crystal’
with which the Earth could win the war
against the Amstradians. This is essential-
ly a Jetpack type game and I have seen
many of this breed before. To the best of
my knowledge all of them were better than
this.
To reach this crystal you must first hover
around a number of screens picking up
little energy globes, some of which are real
devils to pick up even if you fly over them
several times. Avoiding the Amstradian
ships which wander aimlessly to and fro is
more tricky than it seems but you are
£ 1.99
wmrr
1 *
equipped with a hyperspace option which
transports you to a random part of the
screen and more often than not on top of
an alien. The next part of the game is really
quite unnecessary and perhaps a bit too
difficult. I found all three of my lives swiftly
disposed of in a matter of milliseconds by a
funny green blur and a message appeared
reading ‘mission terminated’ — there’s
faith for you.
Later I found dodging to be a satisfac-
tory defence as long as it is at the last
minute. A whole batch of missiles follow
and a similar technique is needed to avoid
them all, going faster every time if you want
to survive.
It was after seeing the second level that I
saw the game as nothing more than a
rather bland astro-Blagger with irritating
and suicidal intervals. On the whole the
game is neat and tidy, though retaining an
amateur feel about it.
I still feel Players could offer better and
will not dismiss them because of an
unfortunately poor first effort, but I would
not buy this game at any price. Players
seems to be an ironic title for a software
house producing such unplayable games,
which no company can afford to do as the
games business becomes more competi-
tive and standards rise.
Vestron
SUPPLIER:
TYPE:
FORMAT:
Players
Arcade
Cassette
GRAPHICS**
SOUND*
VALUE * ★
VERDICT*
KNIGHTS UNBEATABLE MSX PACKAGE DEALS
£89 SONY HB10B *20 PROGRAMS. Latest 1 12K version of the popular Sony “HIT BIT’ computer. The first MSX with
the new multi-chip MSX ENGINE integrated circuit. Two cartridge slots, 16 hi-res colours. 32 sprites, 3 voice 8 octave music
range, very high quality, full stroke keyboard + 3 excellent manuals. Supplied with 20 programs to get you off to a flying start.
Telephone for full details.
£119 SONY HB10B *80 PROGRAMS including COMMANDER, MACHINE CODE, ASSEMBLER, + dozens of games
and teaching programs (see details below).
£139 HB10B + 100 PROGRAMS including STOCK CONTROL, ACCOUNTS, TURBO DATABASE etc.
MSX DISK DRIVES FROM £99
£89 128K QUICK DISK + 20
£119 128K QUICK DISK + 80
£139 128K QUICK DISK + 100+10 DISKS
£29 Box of 10 high quality SHARP blank disks
The QUICK DISK has 16K of memory built into the interface
which plugs into any MSX. Just press F5 for a directory of all
the files on disk. Zip the cursor up to the program you want,
press FI — 64K loads in 8 secs. Spacewalk takes 5 secs,
Chess 6 secs but Stock Control takes longer — 7 seconds!
We supply each unit with all cables, interface, power supply
+ our exclusive MSX SUPER COPY program with our
special secret instructions telling you how to transfer even
* protected ” programs to disk.
£159 TOSHIBA DOT MATRIX PRINTER + 20
£169 TOSHIBA DOT PRINTER + 80
£189 TOSHIBA DOT PRINTER + 100
The Toshiba HX-P550 printer has PROPORTIONAL, ELITE
& PICA founts and can print from 5 to 17 characters per inch.
Prints at 105 c.p.s and even dumps hi-res screens — great
PIE CHARTS with T-GRAPH. Built-in 2K buffer. Originally
sold at £369. Ring for a sample printout.
£289 TOSHIBA 360K DISK + 20
£339 TOSHIBA 360K DISK + 80
£359 TOSHIBA 360K DISK + 100
The Toshiba disks are far faster than any other 3.5in MSX
DISK unit. Each drive is also supplied with our MSX SUPER
COPY transfer program.
N.B.: PACKAGE DEALS WHICH SAY + 20 INCLUDE THE FOLLOWING PROGRAMS: TYPING TUTOR, TEACH MATHS,
SMASHOUT, VICIOUS VIPER, MSX OTHELLO, SKI GATE CRASHER, CAVE ADVENTURE, SOLITAIRE, GRAPHS,
FRENZY etc .
+ 80 DEALS INCLUDE ALL ABOVE + MONACO GRAND PRIX, JUNIOR ANGLER, TEACH TABLES, GREEDY
GREMLINS, NUCLEAR REACTOR + KNIGHT COMMANDER, MACHINE CODE, ASSEMBLER, DISASSEMBLER, STOCK
CONTROL, ACCOUNTS ETC.
+ 100 DEALS INCLUDE ALL ABOVE + TURBO DATABASE, KNIGHT ARTIST, T-GRAPH ETC
SOFTWARE
KNIGHT COMMANDER adds 40 commands to Basic
but leaves full memory free. Deletes spaces, Links
lines, Recovers New’ed Programs, Dumps
Variables, Searches for ?, Saves Pictures, Prints
Screens, Displays Time, 26 new defined keys,
flashing cursors etc. The Compressor alone Saves lots
of memory & makes programs run faster! £15
EXPERT MACHINE CODE: create or modify any
machine code program. Great for making security
copies of code programs £15
KNIGHTS EASY ASSEMBLER, DISASSEMBLER
EDITOR. Dis-assemble, modify & re-assemble ab-
solutely anything! £15
COMMANDER, MACHINE CODE, ASSEMBLER/
DIS-ASSEMBLER: All three
DATABASE, ACCOUNTS, STOCK CONTROL
three
TURBO DATABASE 1000: written in machine code to
use all the MSX memory! Create your own file format &
then watch how fast it searches! £25
FORECASTING ACCOUNTS: user defines account
names & financial year, displays information in neat
graphs & tables £25
STOCK CONTROL: instant price & stock level of any
item, very fast search, up to 9,999 items per category.
Tape, QD or DISK £25
KNIGHT ARTIST: an easy to use graphic program
which is supplied with 8 sample pictures. Tape &
QD £8
KNIGHT T-GRAPH: sorts and sums data and then
displays it in PIE or BAR GRAPHS. Saves to tape, QD
or 360K disk £10
SPECIAL OFFER: Machine Code* Assembler,
Commander, Stock Control, Accounts, Database, T-
GRAPH, and KNIGHT ARTIST — all eight for £69
ALL PRICES INCLUDE VAT — All software post free. £9 carriage & insurance on each micro, disk or printer
Access
KNIGHTS (established 1937)
108 Rosemount Place, Aberdeen AB2 4YW
8ARCLAYCARD
V7£4
TELEPHONE OUR INFORMATION HOT LINE (0224) 630526 WITH ACCESS & VISA ORDERS
mmm
CHESS ON THE MSX NEVER
BEEN THIS REALISTIC
p\us many, ™ a Y h to tournamen P
re assjaass
Stranded light yean from earth Rocket Roger must explore
the mystery planet in search of the power crystals that will
recharge his spacecraft, T^ke control as Roger
manoeuvres with his Jet pack avoiding the
nasties, destroy ing his enemies.
Alllgata Software Ltd
1 Orange Street. Sheffield SI 4DW
Tel: 755796
MSX- MSX- MSX 'MSX'
MSX- MSX
MSX- MSX- MSX- MSX- MSX- MSX- MSX- MSX
EAST LONDON’S MSX
SOFTWARE CENTRE
IF IT’S MSX COMPUTER
GAMES YOU WANT,
THEN CALL AT:
MELODYMAN
280 BARKING ROAD
PL Al STOW, LONDON
E138HR
Tel: 01-476 5580
BUS STOP RIGHT OUTSIDE
BUSES NOS:
5, 1 5, 40, 56, 58
MSX TAKING OFF
IN AUSTRALIA
SOFTWARE AND HARDWARE
MANUFACTURERS REQUIRING
DISTRIBUTION
CONTACT:
MSX COMPUTER AND SOFTWARE
1 1 BRADPOLE ROAD
ELIZABETH WEST
SOUTH AUSTRALIA 5113
Tel: 01061 8255 6738
Telex: AD 288
GROUND FLOOR OPPORTUNITY
f the response to our
recent competitions is
anything to go by, Yama-
ha, Star and Hisoft are
favourite names among MSX
Computing readers.
In the June/July issue we ran
two competitions. Sally Bloom-
field of Glenochil Village in
Scotland is the winner of a Star
NL10 printer. She correctly
identified the ‘bugs’ printed in
the magazine — they were of
course prime numbers.
The second competition in
the same issue was to win one
of twelve Hisoft programming
packages by telling us the
number of books and maga-
zines scattered on an untidy
desktop. This one proved a little
harder to crack, but the correct
answer was nineteen.
The six Devpac MSX win-
ners are Leo Mescia of Hen-
don, A.R. Edwards of Bexhill-
on-Sea, Roger Adlard of Hod-
desdon, C. Ogunremi of Big-
gleswade, Andrew Bamford of
Huthwaite Sutton in Ashfield,
and Jim McAreavy from Newry,
County Down. Winners who
expressed a preference for
Pascal MSX were S. Lewis of
Milford Haven, Karyn-Ann Mar-
shall of South Croydon, B.
Strzelecki of Tewkesbury,
Daren Sangeelee of Edin-
burgh, Wilson Aitken of Alloa,
and Mark Liu of Virginia Water.
In the October/November
issue, we asked you to write a
software review.
Frankly we expected a fairly
limited response to this — in
general, the number of entries
goes down as the competition
becomes harder to enter. But
you did us proud, with over
1 000 entries, many of very high
standard. Thank you for your
efforts. The winner of the mag-
nificent 128K Yamaha CX5M II
is Karl Wilson, of Whitehaven.
*
SKIPPY
This game featured in the October/November issue of MSX
Computing was wrongly attributed to David McQuiston. I n fact the
program was written by two of Mr. Micro’s programmers, who
included it The MSX Games Book, pu blished by Collins. Apologies
to all concerned, and thanks to all those who took the trouble to let
us know. Eagle-eye of the month award must however go to Peter
Kay of Flixton who was the first to spot the problem.
We are always glad to receive program listings from readers, but
we must emphasize that anything you send in must be entirely your
own work. Sending in someone else’s program in your own name
can lead to breach of copyright. Don’t be tempted.
This game is one of the best we’ve ever seen written in Basic for
any computer. As the name suggests, your task is to fly the
legendary Lancaster bomber through enemy fire and barrage
balloons to reach your target. On your final approach to the dam,
your height speed and timing must be spot on if your single
bouncing bomb is to blow up the dam.
Full instructions are included inthefirstofthetwo listings. Savethis
first, then type in the second listing and save it on the cassette just
after the end of the first program.
This is an extremely difficult game to win. Ian offers the tip that
adding one line to the second listing, 945 RETURN, will eliminate
some of the flak damage effects and make life a little easier during
your first attempts. All pound signs are # (SHIFT 3).
REM *■
COLOR
MBUSTERS **
[AM BR ADICK
MID* (A* , x i 37)
- J ,37>
LifTHEN GOTO 140
70 p, v YOUR LArs
MJB TO TH flaK and
A *= " WHO
Kt DROP YOUF
OY THE DAM WHICH
factorys
LOW '■ : A= 1 1 : GOSUB 1 on
160 A$='*presS: 1 : -
17: GOSUB 1 000
Q II . /\ _ __
W&M La sA=17:Gnc;im
Hl70 A*»«
HI ION" : A=19: GOSUB
^175 A*=INKEYS
180 IF 1. 1 ..
190 IF A$="2"
If 200 GOTO
| 210 CLSsi
220 A*="£
I 00
1230 A$= "
loo
| 240 A$="
| SLY
|E MAY NOT
* hat which
; EXPLODE
250 A*="YI
K TOUCHES
OR IF IT
COCKp it » •
260 AT=" i
HE MORE
OMES
AT THE DAM
LT « :A=l2
gl 270 A$ s " ]
1l ENGINES
E LOST
| CRASH ! :
280 A$="
| A=2l : GOSUB
| 290 IF INK
I 300 CLS
310 A$="STi
}A=0: GOSUB
1 320 AT= "
j A=1 ■ GOSUB j
’330
ONS b
AND HAVE 7
EATH THEM-j
340 AT="
FATAL,
Y WITH
CH : A=7: BOSUB
THEN 1 75
210
500
1 (FLAK)
;.vXv.*
tm?o WILL CONTI NUO
INTO THE AIR, sqn
YOUR height, but tS
will automatically
SUB 1000
r /\ ijtt T _
-A HIT IF THE FLA ■
-? F THE AIRCRAFT,
INFRONT of the
IB 1000 Ml
Y0U RECIEVE T
»ble the plane BEC
LYING and aiming ~"
EXTREMELY difficu
vt FOUR hits al
ess and you hav
THE PLANE WILL
1000
ESs SPACE BAR":
CONTROL
A— 17: GOSUB
THEN 290
BALLOONS)
AVOID THE BALLC
BEEN CUT LOOSE
RS DANGLING BEts
1000
ION IS USUALLY
-J MIGHT GET AW A
E slightest tou
GOSUB 1000
11*
THEN 360 ELSE 370
" : A=1 s GOSUB
360 IF INKEY*<>
365 AK „ ^ _
370 CLS: A*=" STAGE 3 (THE DAM)":A-0:G
□SUB 1000
380 A*="^
1000
390 A*=" REDUCE YOUR SPEED UNTIL TH
E GAUGE IS LEVEL WITH THE BLUE LINE
ADJUST HEIGHT UNTIL THE TWO CIRCL
ES OVERLAP AND TURN RED.
":A=3: GOSUB 1000
400 A*=" CHECK THE SIGHTS (BOTTOM R
IGHT) TO SEE IF THE DAM EDGES (WH
ITE BOX) ARE TOUCHING THE SIGHTS. W
HEN THEY DOPRESS SPACE OR FIRE TO RE
LEASE BOMB !":A=8:G0SUB 1000
410 a*=" now sit back and watch to
IF YOU HAVE BEEN ACCURATE,
IF NOT YOU WILL BE TOLD WHERE YO
U MADE THE MISTAKE":
A=13: GOSUB 1000
420 A*=" GENERAL FLYING" : A= 17: GOSUB 1
000
430 A*=" D0NT FLY 700 SL0W (STA
LL) TOO FAST (OVERHEAT)
0R ’ TOO LOW (CRASH)
• ' " : A=18: GOSUB 1000
440 A*=" PRESS SPACE BAR":
A=2 1 : GOSUB 1000
450 IF INKEY*<>" " THEN 450 ELSE 460
460 CLS:A*=" CONTROL BY CURSOR
JOYSTICK": A=0: GOSUB 1000
470 a*=" (JP : - REDUCES HEIGHT* :A—
5: GOSUB 1000
480 A*="DOWN
=9: GOSUB 1000
490 A*="LEFT :-
3: GOSUB 1000
495 A*= " R I GHT : -
17: GOSUB 1000 .
500 A*=" PRESS SPACE BAR TO LOAD DAI
BUSTERS" : A—21 : GOSUB 1000
510 IF INKEY*-" " THEN CLO AD " DAMBUS "
520 GOTO 510 _
1000 LOCATE O.AsFOR 1=1 TO LEN <A*> : B
*=MID*(A*,I ,1) sPRINT ; CHR* (StHID) »
:FOR J=0 TO 10: NEXT J sPRINT B*; : IF
THEN NEXT I ELSE BEEP: FOR J-0
TO 10: NEXT JsNEXT I
1010 RETURN
- INCREASES HEIGHT": A
REDUCES SPEED" :A=
INCREASES SPEED" :A=
150 IF 2=0 AND PLAY ( 1 ) =0 THEN GOSUB
3490
160 GOSUB 2000
GOSUB 1780
IF Z>0 THEN PUT SPRITE2 , ( C , 154) ,
PUT SPRITE7, (C+20, 156) ,6,4
PUT SPRITE8, (C-50, 170) ,6,4
PUT SPRITE9, (G, 140) ,6,5
PUT SPRITE10, (G+100, 142) ,6,5
IF Z<1 THEN G0T0250
GOSUB 1590
C=C— 4: IF C< =0 THEN C=255: D=0: Z=Z
l 1
IF Z=8 THEN GOTO 310
G=G— 2
GOSUB 940
IF T I ME > 1 00 AND TIME<200 THEN GO
3490
GOTO 130
REM ****** GAME £2 ********
320 RESTORE 1580: D=1 : L=1 : C ( 1 ) =C+ 100:
Y (2) =—36
330 GOSUB 3490
PUT SPR I TE3, (-20,-20)
PUT SPRITE2, (-20,-20)
SPRITE* (3) =SPR* (6)
SPRITE* (6) =SPR* (16)
GOSUB 2000
GOSUB 1780
SPRITE OFF
PUT SPRITE 0, (X,Y) ,14
PUT SPRITE 1 , <X+16,Y) ,14
PUT SPRITE7, (C+20, 156) ,6,4
PUT SPRITE8, (C-50, 170) ,6,4
PUT SPRITE9, (G, 140) ,6,5
PUT SPRITE10, (G+100, 142) ,6,5
IFD= 1 THEN GOSUB 1520
PUT SPRITE11, (C,Y(1) ) ,4,3
PUT SPRITE12, (C,Y(1)+17) ,4,6
PUT SPR ITE 13 , (C(l) ,Y(2)) ,5,3
PUT SPRITE14 , (C(l) ,Y(2)+17) ,5,6
SPRITE ON
C=C— 4: IF C<=— 16 THEN C=255:D=1
C ( 1 ) =C ( 1 ) —4: IF C ( 1 ) <=-16 THEN C<
5: D= 1
G=G— 2
ON SPRITE GOSUB 1460
GOSUB 940
GOTO 380
REM ***** GAME£3 ******
PUT SPRITE 1 1 , (-20,-20) ,0: PUT SP
(- 20 ,- 20) ,0
t (. 7) : SPRITE* (6) =S
610 SPRITE*( 14)=:
PR*( 14)
620 SPRITE* (4) =SPR* (8) : SPRITE* (5) =SP
R* (9) : SPRITE* (7) =SPR* (5) : SPRITE* (8) =
SPR* (15)
630 BU=2 : SP=+3 : Z=0 : L=2
GOSUB 870
PUT SPRITEO, (X,Y) , 14
PUT SPRITE1, <X+16,Y) ,14
GOSUB 2000
GOSUB 1780
IF TIME >75 AND TIME<100 THEN GOS
3490
700 PUT SPRITE7, (C+20, 156) ,6,7
710 PUT SPRITE8, (C-50, 170) ,6,7
720 PUT SPRITE9, <G, 140) ,6,8
730 PUT SPRITE10, (G+100, 142) ,6,8
740 IF C=127 THEN Z=Z+1: GOSUB 840
750 C=C-4: IF C<=0 THEN C=255: Z=Z+1 : G
□SUB 840
760 G=G— 2
770 IF Z=10 THEN GOSUB 3030
780 IF Z >7 THEN GOSUB 1030
790 IF STRIG ( JYK) =-l AND BOMB< 1 THfcN
B0MB=1: X (3) =X : Y ( 1 ) =Y : GAP=190-Y
800 IF B0MB=1 THEN GOSUB 1270
810 IF Z<2 THEN GOSUB 2650
820 GOSUB 940
830 GOTO 640
840 REM ****TOWER VIEW*****
850 LINE( 164- (Z*2) ,26) - ( 164+ ( Z*2) ,26
+Z/2) , 15, BF
860 RETURN
870 REM ****** CIRCLES ******
880 X (l)=75+(Y/4)
890 X (2) =130- ( Y/4)
900 FOR 1=1 TO 2
910 PUTSPR I TE 1 4+ I , ( X ( I ) , 24 ) , 13+1 , 14
920 NEXT I
930 RETURN
940 REM ***** UNSTEADY *****
950 IF LOl AND HIT=0 THEN RETURN
960 U=RND < 1 > : U= I NT ( 3*U+ 1 )
970 IF U=1 THEN Y=Y+HIT
980 IF U=2 THEN Y=Y-HIT
990 IF LOl THEN RETURN
1000 IF U=1 THEN Y ( 1 ) =Y ( 1 ) +1 : Y (2) =Y (
2) -2
1010 IF U=3 THEN Y ( 1 ) =Y ( 1 ) -1 : Y (2) =Y (
2) +2
1020 RETURN
1030 REM ***** DAM *****
1040 PUT SPRITE 4 , (C+2 , 164) , 14
1050 PUT SPRITE 5, (C, 152), 14
1060 LINE (C+8, 159) — (C+16, 170) , 12, BF
1070 RETURN
1080 REM ****** SPLASH *****
1090 T=255: GOSUB 3410
1100 FOR 1=1 TO 100
1110 IF I>0 AND I< 15 THEN SPRITES(6)
=SPRS(12)
1120 IF I >14 AND I <30 THEN SPRITES (6
) =SPRS (11)
1130 IF I >29 AND I<50 THEN SPRITES (6
) =SPRS (10)
1140 IF I >49 AND I<80 THEN SPRITES (6
) =SPRS (11)
1150 IF I >79 THEN SPRITES (6) =SPRS ( 12
)
1160 PUT SPRITE 6, (X (3) , 150) , COL
1170 NEXT
1180 IF BA=1 THEN GOSUB 1350 ELSE GO
TO 3030
1190 REM ****** BOMB HIT?********
1200 IF Z<9 THEN BA=-1 : C0L=7: PIT=1
1210 IF Z >9 THEN BA=-1 : C0L=1 1 : PIT=2
5
1220 IF Z=9 AND C<X(3)-2 THEN BA=-1:
C0L=1 1 : PIT=25
1230 IF Z=9 AND C>X (3) +9 THEN BA=-1:
C0L=7: PIT=1
1240 IF BU=5. 5 AND Z=9 AND C>X (3) -2
AND C<X(3)+12 THEN BA=1:C0L=7
1250 GOSUB 1080
1260 RETURN
,
oj /jOliOCiw.w.WV'A
:■ '
m pi mmm
— •
mBlm
mmm
1270
:,y <:
1280
.
: .1C-
1290
•Y,Y ■
• :;v i
x;.y-o, ..
•
Y:.-: ..
1300
5: T=7
1310
1320
Tn 4 4
5:PIT=1: GOSUB 3410
AND Y ( 1 ) >= 1 50 THEN GO
mmm
1330
1340
1350
1360
1370
1380
1390
1400
1410
1420
1430
1440
1450
1460
1470
1480
1490
- ' -0
..... . ...
.
PUT SPRITE6 , (X(3) ,Y(1) ) ,15
RETURN
REM ****** FLOOD *****
GOSUB 3550
SPR I TES ( 6 ) =SPRS (13)
FOR I=C TO 255 STEP 4
LINE ( I , 159)- (1-4, 169) ,4,BF
PUT SPRITE 6, (1-12, 157) , 15,6
FOR J=0 TO 20: NEXT J
NEXT I
GOTO 3030
PUT SPRITE6, (X (3) , Y(l> > , 15
RETURN
REM *****HIT BALLOON ******
IF Y >= 1 28 THEN RETURN
SPRITE OFF
IF Y< 128 AND HIT<4 THEN HIT=HIT
+1: GOSUB 1740
1500 SPRITE ON
RETURN
REM ***** BARRAGE BALLOONS
C=
jj
THEN READ Y(l)
1540
fwm
1560
1570
1580
1600
1610
1620
1630
1640
1 650
' ;• • > '•*;
'• :w; ;
... .V
IF C ( 1 ) =255 THEN READ Y (2)
D=0
IF Y ( 1 ) =0 THEN 590
RETURN
DATA 60,100,80,67,47,89,56,70,5
6 , 49 , 99 , 68 , 88 , 67 , 1 00 , —36 , —36 , 0 , O
1590 REM****** FLAK *******
IF D=1 THEN GOTO 1650
F= 1 54
E=RND < 1 ) : E=INT ( 134*E) +20
SPRITES (3) =SPRS (2)
D=1 : 1=154— E
1=1-2: IF I<=0 OR F-8<=Y THEN GO
TO 1690
1660 PUT SPRITES, (C-l ,F-8) , 14
F=F— 10*( 1/100)
RETURN
REM ***** EXPLODE *****
SPRITES (3) =SPRS (4)
PUT SPRITES, (C,F-8) , 15
T = 100: PIT=25: GOSUB 3410
IF F >Y— 1 6 AND F<Y+16 AND C<X+32
OX-16 AND H I T < 4 THEN HIT=HIT+1
GOTO 1760
PSET (52+ ( 15*HIT) ,7)
, " 0 "
1670
1680
1690
1700
1710
1720
1730
AND
ELSE
1740
NT £1
COLOR 6: PR I
1750
1760
1770
1780
1790
1800
1810
1820
AND
1830
1840
IF HIT=4 THEN CRA=1
D=0
RETURN
REM***** REV CHECK
IF REV >60 THEN BEEP
HEAT=HEAT+i
THEN Y=Y+2:
THEN CRA= 1
AND REV<61 AND HEAT>0
CRA< 1 THEN HEAT=HEAT— 1
IF HEAT=20 THEN CRA=1
IF CRA= 1 THEN Y=Y+4
REVC30
REV< 10
REV >29
:; y , x - S:
csvr-.xS :
RETURN
REM ****** CRASH *******
PUT SPRITE3, (-20,-20) ,0
IF HEAT=20 DR Y>=154THEN GOTO 1
1850
1 860
1870
i880
960
1890
1900
1910
1920
1930
1940
1950
1960
PRS(4)
1970
1980
1990
2000
2010
2020
2030
2040
2050
2060
2070
0 2110
2080 IF
0 2110
2090 IF
0 2110
2100 IF
2110 L I NE ( 200 , 8 ) - ( 240 ,13) , 1 , BF
2120 IF REV >29 AND REV<61THEN COLOR
12 ELSE COLOR 6
2130 LINE (200,8) -(200+ (REV/2) ,13) , ,
PIT=25: T=200: GOSUB 3410
FOR 1=0 TO 400: NEXTI
GOTO 3030
REM *****MOVEMENT ******
A=0: A=STICK ( JYK)
IF A=0 THEN GOTO 2140
IF A=1 THEN Y=Y+2: GOTO
IF A=3 THEN REV=REV+1:G
IF A=5 THEN Y=Y-2: GOTO
IF A=7 THEN REV=REV-1:G
IF A=2 THEN Y=Y+2:REV=R
THEN
Y=Y— 2: REV=REV+1 : GOT
LAKE *****.jf.. N
i9)-(C+4, 170) ,
DATA ******
20,120,72,111
*°*0,0,0, 16,8
i 1 42 , 254 ,0,0,
THEN
5*143,119
2700 DATA
J 224 , 80 , 94 , 253
H 2710 DATA 0,0
I ^ ’ o,o, 0,0, 0,0
0
-j 2720 DATA 1 , 2
, 63, 63, 63, 63, <
J 28, 128, 192, 16<
12730 DATA 1,3C
J 64 , 49 , 78 , 50 ,11
j *03, 194, 164,2E
I O
j 2740 DATA 0,2,
I 3 , 33, 1,1, 1,1,3
j 8*54,65,128, 12
j 2750 DATA 31,6
J 191 *159,64,64,
1,215,255,247,
4 0*0
2760 DATA 3,15
j 127,63,63,31,1!
j 8 , 220 , 206 , 238 , ;
10,192,0,0
I 2770 DATA 25,25
I ,23, 19, 19, 19, IS
4.104. 104.104. 1
» 200 ,216, 240
2780 DATA 5,7,5
1*1*1* 64 , 1 92 , 64
8. 128.192.192. 1
2790 DATA 0,3,1
1 » 69 , 39 , 6 , 67 , 1
236,217,176,164
08,192
2140 IF REV<=0 THEN REV=0: GOSUB 1860
2150 IF Y > 1 40 THEN GOSUB 1860
2160 IF Y<45 THEN Y=45
2170 X=REV*2
2180 IF L<2 THEN GOTO 2200
2190 IF Y=109 OR Y=110 THEN PUT SPRI
TE14, ( X ( 1 ) ,24) ,6, 14 ELSE PUT SPRITE1
4, (X (1) ,24) ,0,14
2200 RETURN
2220 RESTORE 2680
2230 FOR A=0 TO 16
2240 FOR B=1 TO 32
2250 READ AS
2260 SPRS ( A ) =SPRS ( A ) +CHRS ( VAL (AS) )
2270 NEXT B
2280 NEXT A
2290 RETURN
2300 REM ***** SET UP SPRITES *****
2310 SPRITES (0) =SPRS (O)
2320 SPRITES ( 1 ) =SPRS ( 1 )
2330 SPRITES (2) =SPRS (3)
2340 SPRITES (3) =SPRS (2)
2350 SPRITES (4) =SPRS (5)
2360 SPR I TES ( 5 ) =SPRS (15)
2370 RETURN
2380 REM ***** SET UP SCREEN *****
2390 COLOR 15,1,1:CLS
2400 LINE (0,150) -(255, 191) ,12,BF
2410 L I NE (0,151)— ( 255 , 1 5 1 ) , 3
2420 L I NE (0,1 53 ) — ( 255 , 1 53 ) , 3
2430 L I NE (0,1 57 ) — ( 255 , 1 57 ) , 3
2440 L I NE (0,1 65 ) — ( 255 , 1 65 ) , 3
B M-WUW 1 ' 1
ttM!
. OR FLAK ! '•
2950
150 IF HEAT >=20 THEN PRINT: A$
ENGINES WERE RUN TOO FAST FOR
TOO LONG AND OVERHEATED I " : Gi
DATA 0,4,41
5.15. 85 .6.2. 42 .2.0. 32 . 0 . 36 , , 1 *?•*■ ?
, 222 , 182,110,80,164,102,194,192,20
2810 DATA 0,0,0,0,0,0,8,2,40,64,7,
, 73 , 37 , 23 ,7 ,0,0, 0,0, 0,0, 68 , 66 ,9,19
48,210,18,106,168,0
2820 DATA 0,1,6,24,161,66,68,21,32
, 101,0,0,0,0,0,224,16,40,168,8,84,
2.52.72.128.0. 0.0.0.0.0
2830 DATA 0 , 0 , O ,0,0,0, 1,3,3, 1, 0 , 0 ,
0 , 0 , 0 , 0 , 0 , O , O , 0 ,0,128,192,192,128,
3160 IF REVC10 THEN PRINT
RE FLYING THE AIRCRAFT TO
IT STALLED AND CRASHED !
2840 DATA 0,0,0,2,1,10,4,7,9
, 0 , O , 0 ,0,0,0, 1 44 , 1 60 , 64 , 1 60 ,
60,128,123,192,0,0,#
2850 DATA 8,8,6, 1,0, 0,0, 0,0,
0 , 0 , 0 , 0 , O , 0 , 128, 96 ,16,8,8,8,
3190 PRINT : A$="THE BOMB MISSED
R,I NT : GOSUB 2950
3200 IF GAP <80 THEN PRINT: PRINT
YOU WERE FLYING TOO LOW ! ”
B 2950
3210 IF GAP >85 THEN PRINT: PRINT
YOU WERE FLYING TOO HIGH!"
AT="
GOSU
■Rl
It
A$="
GOSU
3220 IF REV >30 THEN PRINT: A$
OU WERE FLYING TOO FAST" ELS
<30 THEN A$= M
TOO SLOW"
3230 IFREV<30 OR
OSUB 2950
3240 IF Z<8 THEN
PRINT : PRINT : A$="
1 RELEASED THE BOMB MUCH TOO EARLY
GOSUB 2950
\v
3250 IF Z=9 AND C<X<3> THEN PRINT
I INT:A$=" YOU RELFASFD THF Rfl
C>X (3) +9 THEN PRINT:
YOU RELEASED THE BOM
A LITTLE TOO EARL
— OR ANOTHER ATTEMPT. ":
3290 GOTO 3280
3300 PRINT : PRINT : A$="W
- RATULATIONS NNNNNNNNNN
3310 PR I NT : PR I NT : A$= "
D THE MOEHNE DAM AND
4 VALLEY
E DEMOLISHED
i:l 3030
llll 3040
WM 3050
: 3060
THE FACTORYS
GOSUB 2950
3320 PRINT : PRINT : PRINT : A$
IPLETED, WELL DONE
GOTO 3270
END
REM *** CONTROLS
COLOR 15,1,1: CLS
J YK=0: GOTO 80
COLOR 15, 1,1: CLS
J YK=1 : GOTO 80
RETURN
REM *** EXPLOSION
SOUND 2,255: SOUND
SOUND 6, PIT: SOUND
SOUND 9,11
SOUND 10,31: SOUND
SOUND 1 2, T: SOUND
TIME=0
" MISS 10
GOSUB 2950
3360
3370
3380
3390
3400
3410
3420
3430
3440
3450
3460
3470
SOUND ***
3, 15
7 , &B1001 1 101
3130 PRINT
3140 IF HIT=4 THEN PRINT: A$
U RECIEVED TOO MUCH DAMAGE
Mis
mm
100 Main pruy
110 MAXFILES=3
1 20 GOSUB 3140
130 X=1:Y=1:0N
TRIG(J) on
140 P=STICK(J)
150 X=X+V<P,1>
! 160 V=Y+V(P,2)
1170 GOSUB 220
180 PUT SPRITE
TRY LOADING
11®
^ :
move
cursor
Check range
(X*12-2, (Y*
40 : NEXT N 'delay
FOR N=1 TO
GOTO 140
'Check that cousor
IF X >S I ZE THEN X = 1
IF X< 1 THEN X^SIZE
IF Y>S I ZE THEN Y=1
IF Y< 1 THEN Y=SI ZE
RETURN
'Reverse single b:
STRIG(J) OFFsGOSUl
■
was
( v \ ■
GOSUB 220 Ch
IF SIZE = 16
N=FNA ( T8 , X , Y )
IF N= 1 THEN E
f- 1 ) -2 A ‘ (8-X)
IF N =o THEN £
/-i 'i +2~ (8-X)
(L16) '1 ength
MID$(A$,6)="
MID$ (A$,6)="
FOR OUTPUT AS
PRINT£3,A$
FOR N=1 TO L8*8
PRINT£3,S(N)
NEXT N
3480 RETURN „
3490 REM **** P b A oni IND U 1° 1'
3500 SOUND 0, 25 SOUND
3510 SOUND 7, 188s SOUND 8,21
3520 SOUND 9,11:S0UND
3530 SOUND 12,1: SOUND 13,1
3 I 50 rI™**~* FLOOD sound
3560 SOUND 6,5
1 3570 SOUND 7 , ScBlOl 101 1 1
3580 SOUND 8,&B0001 111 1
3590 SOUND 11,25
3600 SOUND 12,5
3610 SOUND 13,13
3620
msm
By A. Fedyn
Our first reaction to this program was ‘oh no, not again!’ But this
sprite editor rises above the pack by offering a very wide range of
features, enabling you to create sprites of various sizes and save
them on cassettes for later use. It is also very easy to use, with clear
instructions and logical use of the keyboard and screen. All pound
signs are # (SHIFT 3).
asp
STRIG(J)
RETURN
'End of
'Thi
ON
G0SUB3500
mai n
the
PRINTfl ,
exit
OPEN
CAS
470
480
IMS 490
500
510
O
1 ii
wm
INPUT £3,C$
PRINTfl," Title ="; RIGHTS <C$, 10)
PRINT £1," O.K.? (Y/N) "
GOSUB 1030 'string input
IF LEFT$(B$,1)="N"0R LEFT$(B$,1)
THEN 420
PRESET ( 150,70) : PRINT £1," Please
t"
L8=VAL(MID$ (C$, 1,2) )
FOR N=1 TO L8*8
INPUT £3,N1
S (N)=N1
NEXT N
L 1 6= VAL (MI D$ ( C$ ,3,2) )
FOR N=1 TO LI 6* 16
INPUT £3,N1
B (N) =N1
NEXT N
IF MID$ ( C$ ,6,1)= "8*' THEN SIZE=8
IF M I D$ ( C$ ,6,1)= "6" THEN SIZE=16
main prog
2
m
L.
■
mm
S
mm
m I
r '
ly.Vv-'
Kww.vj
f .
GOSUB 2830 ‘
ON ERROR GOTO 0
RETURN
'error handling
PR I NT £ 1 , CHR$ (13)
GAIN (Y/N)"
710 CLOSE £3
720 GOSUB 1030 'string input
730 H=2
740 IF LEFT $ ( B$ , 1 ) = " Y "
) = "y" THEN H=1
750 IF H=1 THEN RESUME
RESUME 650
'This is the Save routine
GOSUB 2760 'Isolate main
OR
420
(B$, 1
Prog
PRINT£1 , " What title do you want
y
PRINT£1 ,
GOSUB 1030
PRINT
PRINT
II II
2 string input
tape (Record) ,a
RETURN"
GOSUB 2300 'Wait tor r
PRINT£1," Please wait"
A$= M
MID$ (A$, 1 ) =STR$ (L8) '
MID$(A$,3)=STR$(L16)
IF SIZE=8 THEN
IF SI ZE=16THEN
MID$ (A$,7)=B$
OPEN "cas: sprite"
m
prog
Load routine
ON ERROR GOTO 690
GOSUB 2760 'Isolate main prog
Start tape — CTRL+STOP
*48
.
$
1
ite" FOR INPUT AS £
MM
iii
•WAV.VOAV/
fra
mm
4424.'
Mmm
Mmm
mmsM k.
.1 I
■' #<• i
HS!S5
mmk
I 970
*
M
/XsrivV'-j'X'
Missile
N=1 TO LI 6* 16
•': : :-iy . ' :
FOR
980 PRINT£3,B (N)
990 NEXT N
r?Ws*?S
M
"*:*X
1000
1010
1020
1030
1040
1050
m
CLOSE £3
GOSUB 2830 ' Recover main prog
RETURN
'screen 2 string input
COLOR 15,4,4
B$= " " : RR I NT £ 1 , " >" ;:F0R N=1T0
i 0: NEXT N
•w&S
■I
E : | wa
m
■ i
:
||||t
lliiilfl
rs ?
wm
a:-,.: n
mm
til
H
>
.
1060
1070
1080
1090
1 100
1110
1 120
1130
1140
1150
1160
1170
1180
1 1 90
A$=INK
IF A$=CHR$(13) THEN 1120
B$=B$+A*: PRINT£1 , A$;
IF LEN(B$>>6 THEN 1120
GOTO 1060
PRINT £1,CHR$(13>
RETURN
' Here in 1 i es th
GOSUB 2760 'isoi
COLOR 15,4,4
CLS.
Z = 1 'Ask -for prin
GOSUB 2450
IF SI ZE=8 AND NOL8 THEN 1240
IF SI ZE=16AND NOL16THEN 1240
PRINT £1 , "Number too large
FOR N=1 TO 300: NEXTN
code routine
maid prog
number
»•
Z=0: GOSUB
GOTO 1190
CLS: PRESET (0 ,0)
Z=1 : N=N-1
IF SI ZE=8 THEN GOSUB
IF SI ZE=16THEN GOSUB
IF S I ZE=16 THEN A*=A$+B$
IF H=0 THEN 1320
PRINT£2, "The code -for sprite
1830
1 940
li
PRINT£2, " "
PRINT£1 , "
The code -for sprite
i? li
1370
)
'im
PRINT£ 1 ,
FOR N= 1 TO LEN(A$)
C$=MID$(A$,N, 1)
D$=MID$ (A$ ,N+1 , 1 )
IF H=0 THEN 1400
1380 PR I NT £2 , N ; " > " ; ASC <
;HEX$(ASC(C*> )
1390 PRINT£2, N+l ; " > " ; ASC(D$) ; "
h " ; HE X $■ ( ASC ( D$ ) )
1400 PRESET (2, (N-l) *4-s-16)
PRINT£1 ,N; " ) " ;ASC(C$)
PRESET (70, (N-l>*4+16>
PRINT£1 , " , 8«h " ; HEX$ (ASC (
2<h
K-.v
5'
i i
111 '
11 II
PRESET (113, ( N— 1 ) *4+16)
m
1410
1420
1430 PRINT£1 , " .&h":HEX:*(ASC(C$> )
1440
1450 PRINT £i , N+l ; " ) " ; ASC (D$)
PRESET ( 180 , (N-l ) *4+16)
PRINT£1 , " ,8th"; HEX* (ASC(D$> )
NEXT N
GOSUB 2300 'Wait -for ret key
GOSUB 2830 'Recover main prog
RETURN
'This is the size swap routine
GOSUB 2760 'Isolate main prog
IF SI ZE=16 THEN SIZE=8:G0T0 156
IF SI ZE=8 THEN SIZE=16 'size
GOSUB 2830 'Recover main prog
1570 RETURN
:■ V ■
MtMmm
.
2230 PR I NT £ 1 , M I D$ ( B$ , X , 1 )
2240 NEXT X
2250 NEXT Y
2260 IF Z=1 THEN 2290
2270 GOSUB 2300 'Wait for ret key
2280 GOSUB 2830 'Recover main prog
2290 RETURN
2300 PRESET ( 10, 175)
ETURN"
2310 A$=" 1” :A$=
) THEN 2310
2320 RETURN
2330 'This is t
2340 GOSUB 2760
PR I NT £ 1
INKEY$: IF A$OCHR$(13
8 THEN N=T8
16 THEN N=T 16
Last on scree
RETURN for last sprit
2520 PRINTC1
2530 PRESET (7, 40) :PRINT£1
2540 A$= ,,,, :B$= ,,n
2550 A$= INKEY*
2560 IF A*=" "THEN 2550
2570 IF A*=CHR*(13) THEN
2580 IFASC (A*X480RASC (A4
2590 PRINT£1,A*;
2600 B*=B*+A*
2610 GOTO 2550
2620 IF B*=" "THEN 2650
2630 N=VAL(B*)
2640 IF N>30 OR N< 1 TH
2650 PRINT £1 , " "
2660 IF Z=0 THEN 2750
2670 PRINT£1 , " List re
(Y/N) >
2680 PRINT£1 , "
2690 A$="":H=2
2700 A*=INKEY*
2710 IF A*=""T
2720 IF A*="Y"
2730 IF A*="N"
2740 IF H=2 TH
2750 RETURN
2760 'Disable
2770 CLS
2780 GOSUB 3540
1 2790 STRIG(J) OFI
2800 GOSUB 3520
2810 PUTSPRITE O
2820 RETURN
THEN H=1
THEN H=0
2830 'Enable keys etc
2840 GOSUB 3550 'x=xl etc
2850 GOSUB 2890 'Matrix plot
2860 GOSUB 3490 'Key on
2870 STRIG ( J ) ON
2880 RETURN
2890 'draw an edit screen
2900 CLS: COLOR 15,4,4
2910 RESTORE 371 O' Get lables
2920 X=1:Y=1:Z=0
2930 FOR Y=1 TO 8
2940 PRESET ( 195, Y*10) : READ A*
2950 PRINT £1 ,Y;CHR*(29) ;A*
2960 NEXT Y
2970 'Matrix plot starts here
2980 FOR X=1 TO SIZE
2990 FOR Y=1 TO SIZE
3000 'Secandary entry point (from 380
3010 PRESET (X*12, (Y*12)— 10)
3020 IF SI ZE=16 THEN 3060
3030 IF FNA (T8 , X , Y) =1 THEN COLOR 1
3040 IF FNA (T8,X,Y) =0 THEN COLOR 15
3050 GOTO 3080
3060 IF FNB (T16,X,Y)=1 THEN COLOR 1
3070 IF FNB (T16.X.Y) =0 THEN COLOR 15
3080
3090
3100
3110
3120
3130
3140
G N
3150 DIM S (248) ,B(496) ,V(8,2)
3160 COLOR 15,4,4
3170 OPEN "grp:" FOR OUTPUT AS £1
3180 OPEN "lpt: " FOR OUTPUT AS £2
3190 DEF FNA (T8 ,X,Y)=(S( (T8- 1 ) *8+
a=i:y=i Keturn to origin
RETURN
CLS: DEF I NT A— Z: DEFSNG A-B: DEFSN
IF A$="y" OR A*="Y"THEN GOSUB
& 5 :
'*■* Define sprite *■*
S*=" " ; RESTORE 3660
FOR N=1 TO 32
READ N1
S*=S*+CHR*(N1)
NEXT N
SPRITE* (1)=S*
RESTORE 3730 Joysti
FOR N= 1 TO 8
READ X , Y
V(N, 1)=X
3390
3400
3410
3420
3430
3440
□N: NEXT N
Sprite Editor"
By A.Fedyn"
3470 NEXT N
3480 GOSUB 2890 Matrix plot
3490 ON KEY GOSUB 1520,2330,2030,158
0,1130,420,770,2110
3500 FOR N=1 TO 8 : KEY (N)
3510 GOTO 3530
FOR N=1 TO 7 : KEY (N) OFF: NEXT N
RETURN
X 1 = X : Y 1 =Y : RETURN
X=X1:Y=Y1: RETURN
WIDTH 37 :
LOCATE ,4
PRINT"
PRINT"
3600 PRINT: PRINT
3610 PRINT"
3620 PRINT"
3630 PRINT: PRINT: PRINT
3640 FOR N=1 TO 500: NEXT N: RETURN
3650 'Data -for the cursor sprite
3660 DATA 255,128,128,128,128,128,12
8 1 28
3670 DATA 128,128,128,255,0,0,0,0
3680 DATA 240,16,16,16,16,16,16,16
3690 DATA 16,16,16,240,0,0,0,0
3700 'Lables -for the -function keys
3710 DATA Size, Num. , Swap , View, Code, L
oad , Save , Hel p
3720 Vectors -for cursor or joystick
3730 DATA 0 , -1 , 1 , -1 , 1 , 0 , 1 , 1
3740 DATA 0, 1 , -1 , 1 , -1 , 0 , -1 , -1
'Help text
Sprite Editor"
— > r
ll
3760 DATA
3770 DATA
3780 DATA " "
3790 DATA "This program allows you t
ll
3800
DATA
n and
ll
3810
DATA
3820
DATA
grid
• 1
3830
DATA
e on"
3840
ll
DATA
3850
DATA
3860
DATA
3870
DATA
e) "
3880
DATA
3890
DATA
3900
DATA
3910
DATA
d the "
3920
DATA
ys or "
3930
DATA
ect"
3940
DATA
ll
"element o-f the sprite
ll
n H
"A cursor (the black
ll
you are
ii
"PAGE"
"The
ll
ll
is moved aroun
with the cursor ke
ick- When it is
3940 DATA "pressing either space bar
or
ll
3950 DATA "-fire button respectivly w
ill"
3960 DATA "change the colour o-f that
ll
3970 DATA "element"
3980 DATA
3990 DATA
d by"
4000 DATA
II II
"Other -functi
cal le
ll
ll
i on
4010 DATA
4020 DATA
ibed "
4030 DATA
4040 DATA
4050 DATA
4060 DATA
4070 DATA
4080 DATA
• l
"Th
ng one o-f the -funct
( 1 - 8 ) . "
■functions are descr
"on the next
"PAGE"
" Function 1 — Size"
ll
ll
"Thi
or
ze of"
4090 DATA
4100 DATA
4110 DATA
, "PAGE"
4120 DATA
4130 DATA
4140 DATA
4150 DATA "All
dited. "
4160 DATA
h any"
s the other
si
"spri te. "
"ie. chang
8x8 to 16x16"
16x16 to 8x8"
Function 2 -
ll
ll ll
any
Num. "
.
ite to b
"Answer the prompt (>) wit
4170 DATA
4180 DATA
"number between 1 and 30. "
• ■ n
4190 DATA
up to"
i 4200 DAT A
I
be"
4210 DATA
"Sprite Editor will all
ow
"30 of each size sprite to
ll
■ l
i n memory
any one time
14220
4230
4240
4250
4260
DATA
DATA"
DATA"
DATA"
DATA"
" PAGE"
Function 3
Swap "
i«
ll
The current
■I
spri
is inve
4270 DATA" That is each element is ch
anged"
4280 DATA" in colour . Black becomes w
hite, "
4290 DATA" and white becomes black"
4300 DATA" PAGE"
4310 DATA" Function 4 — View"
4320 DATA" ■■
4330 DATA""
4340 DATA" All the sprites of the cur
■ 1 W
4350 DATA"si ze are displayed."
4360 DATA""
4370 DATA" 8x8 sprites are shown magn
i f i ed . "
4380 DATA" 16x16 sprites are unmagnif
i ed . "
4390 DATA""
4400 DATA" Each sprite is shown again
st its"
4410 DAT A " n umber . " , "PAGE"
4420 DATA " Function 5 — Code "
4430 DATA " "
4440 DATA " "
4450 DATA "A list of the numbers tha
t"
4460 DATA "make up the specified spr
ite, "
W>Xyt s
. • •
•' six
>: i
:-.v : ' v.
J: ;
4470 DATA
oduced "
4480 DATA
4490 DATA
and"
4500 DATA
4510 DATA "and may be dumped to a pr
DATA ""
DATA "Simply answer the prompt
DATA
DATA
DATA
DATA
DATA
DATA
DATA
4560
4570
4580
4590
4600
DATA "read -form tape. When the
4620 DATA
nted . "
4630 DATA
abort "
4640 DATA
Pressing CTRL + STOP will
4650 DATA
am or "
4660 DATA
4670 DATA
4680 DATA
4690 DATA
4700 DATA
4710 DATA
rns "
4720 DATA
4730 DATA
title"
4740 DATA
is dumped to tape
First you are ask
which should be given a-ft
the prompt (>)
PAGE"
Function 8 —
4750 DATA
4760 DATA
4770 DATA
4780 DATA
4790 DATA
4800 DATA
4810 DATA
4820 DATA
or Sprite Editor program
END"
This game from Denmark puts you in control of a cannon which
runs along a railway li ne out from your headquarters. Enemy tanks
appear on your radar, and you have to destroy them before they
reach your base. The program uses a machine-code routine
poked in from Basic to give the horizontal scrolling effect — a
mistake in the data lines here could crash the machine, so you
must save the program on cassette before you attempt to run it. All
pound signs are # (SHIFT 3).
m
f
RtM TANK ATTACK
20 REM BY JACOB LILDBALLE
100 CLEAR200 ,61 439 ! : DEFINTA-Z: 0PEN”g
r p : " AS£ 1 : I =RND ( -T I ME ) : ON I NTERVAL= 1 50
GOSUB 1860
110 C0L0R15, 1 , 1:SCREEN2, 2: GOSUB 1920;
GOSUB 1620:1 NTER VALOFF : BEEP : COLOR , 4
120 SV=1 : SC ! =0:LI=5: EX ! =5000
130 TA=0: GOSUB 1470
GOSUB 1230
HE=0 : HR=0
FS=0: X=760: S1=0: PUTSPRITE9 , (X/21
+10, 10) , 15, 10
170 F0RQ=1T02: G0SUB1050: NEXT
REM * Move cannon *
D=STICK(0) : E=STICK ( 1 >
I FD=0ANDE=0THEN240
I FD=30RE=3THEN340
I FD=70RE=7THEN370
PUTSPRITE9 , CX/21+10, 10) ,15,10
IFS1=1 THEN290
IFSTRIG (0) =OANDSTRIG ( 1 ) =0ANDSTRI
G (3) =0THEN440
260 I FSK >24THEN440
270 Si=l : ST=39: SY=125: SX=1 27: SR=-9
280 GOSUB 1 190: SK=SK+1: LINE (250,0) -(2
50-SK>4,6) , 1 , BF
290 SY=SY+SR: SR=SR+1 : ST=ST+ 1
300 I FSR>— 1 THENSR=— 1
310 IFST=54THENS1=0: G0SUB4OO; SX=256-
SY=1 92
320 PUTSPRITE1 , (SX , SY) ,6, ST/3
G0T0440
X = X+4: IFX>1600THENX=1600: G0T0240
D=USRi (0) : SX=SX— 4: FX=FX-7
G0T0230
X=X-4: IFX<0THENX=0: GQT0240
D=USR ( 0) : SX=SX+4: FX=FX+7
G0T0230
REM * Check bullit *
FOR 1=1 T02
I FX C I ) -X+ST (IX SX+4ANDSX+4< X ( I ) -
X+15— ST ( I ) THEN940
430 NEXT: RETURN
440 REM * Move tanks *
450 FOR 1=1 T02
460 IFD ( I > = 1 THEN I F I NT ( RND ( 1 > *40)=1TH
ENQ=I : GOSUB 1050ELSE570
470 I FHE= 1 THEN670
480 X(I)=X (I)-SV
490 IPX ( I > <— 67THEN1310
500 PUTSPR I TE6+ I, (X(I>/21+7,1 3-ST ( I )
> , 15, 1 7+ ( HE= 1 ) - ( I =2ANDHE= 1 ) *2
510 IFX ( I > -XO150RX ( I ) -X>255THENT ( I )
=HE : PUTSPR I TE3+ I , ( 256 ,192) ,0,20: PUTS
PRITE13, (256, 192) ,0,20: G0T0570
520 I FT <I)=0THENIFINT(RND(l)*2O)=lAN
DHE=OTHENT ( I ) =1
530 IFINT (RND ( 1 ) *30) =1 ANDHE=OTHENT ( I
) =0
540 IFT ( I ) =1ANDINT (RND ( 1 ) *25) = 1 THENG
0SUB640
550 IFHE=1THENPUTSPRITE4 , (X (I)-X,69)
, 1 ,8+(HR=-l) : PUTSPR I TE13, (X (I)-X,85)
,1,11: G0T0570
560 PUTSPR I TE3+ I , ( X ( I ) -X , 70 ) , 1 , ST ( I )
+ST ( I ) — 1 +T ( I )
570 I FFS=0THEN620
580 FY=FY+FR: FR=FR+1 : F1=F1— 1
590 IFFXCOORFX >255THENFS=0: FX=256: FY
= 192
• •••?•
600 I FF 1 =65- ( HE= 1 ) *3THENG0SUB730
610 PUTSPRITE2, (FX,FY) , 1 ,Fl/5
620 NEXT
630 GOTO 180
640 I FFS= 1 THENRETURN
650 G0SUB1 190: FS=1 : FX=X ( I ) -X+4: Fl-89
+ (HE=1 ) *3: FY=74: FR=-8- (HE=1 ) *4
660 RETURN
670 REM * Move helicopter *
680 IFX >X ( 1 ) THENHR=1
690 IFX+255< X ( 1 ) THENHR=— 1
700 IFX ( 1 ) — X >OANDX ( 1 ) -X<255ANDINT (RN
D ( 1 ) *20) =1THENHR=-HR
710 X ( 1 ) =X ( 1 ) +HR* ( 1+SV)
720 G0T0500
730 REM * You die *
740 FS=0: IFFX>2400RFX<15THENFX=100: F
Y=84
750 IFPOINT (FX , FY+7) =10ANDP0INT (FX+7
FY+7 ) = 1 0THENFX=256 : F Y= 1 92 : RETURN
760 FX=256: FY=192: PUTSPRITE2, (FX , FY)
,0,20: GOSUB 1190
770 LINE (40 , 40) - (215,48) ,12,BF: COLOR
1 : PSET (79 ,41) ,12: PRINT £1 , "YOU WERE H
IT"
780 FOR J=1T050: COLOR, ,8 : F0RQ=1T040: N
EXT: COLOR, , 1 : F0RQ=1T040: NEXTQ , J
790 L I =L I - 1 : GOSUB 1 560 : I F L I =OTHENRETU
RN830
800 GOSUB 1600
810 LINE (40,40) - (215,48) ,4, BF
820 RETURN
830 REM * Game over *
840 GOSUB 1220
850 S0UND7 , 56: PLAY"o5def de-f ge-f def dge
■fdd"
860 L I NE ( 24 , 33 ) — ( 23 1 , 63 ) ,6,BF:LINE(2
6,35) -(229,61) , 1 , B: COLOR 1 : PSET (95,37
) ,6:PRINT£1 , "GAME OVER"
870 PSET (55,51 ) , 6 : COLOR 15: PR I NT£ 1 , "A
NOTHER GAME (Y/N)?"
880 IFSC ! >HS ! THENHS ! =SC ! : G0SUB1580
FOR 1=1 T050 : K$= I NKE Y$ : NEXT
K$=INPUT$(1)
I FK$= " n " ORK$= " N " THENCOLOR 15,4,4:
M
■ ■■■■ ■:
890
900
910
END
920
930
940
950
960
• • •• .
. . _ .
v. '■ '
I FK$= " y " ORK$= " Y " THENBEEP : GOTO 1 20
G0T0900
REM * You hit tank *
PUTSPRITE13, (256,192) ,0,20
PUTSPRI TE6+I , (X ( I ) — X— 2 , 70) ,6,9:P
UTSPRITE3+I , (X ( I ) -X ,70) , 1 1 ,9: PUTSPRI
TE1 , (X (I)— X+2,69) ,6,9
970 GOSUB 1190
980 SC ! =SC ! +50*ST ( I ) : GOSUB 1 520 : T A=T A
+ 1 : L I NE ( 255 , 1 6 ) — ( 250— T A*6 ,21) , 1,BF
990 F0RJ=1T01500: NEXT
1000 D ( I ) =1 s X ( I ) =3000
1010 PUTSPRI TE3+ I , (256,192) ,0,20: PUT
SPRITE6+I , (256,192) ,0,20
1020 IFHE=1THEN1 100
1030 IFTA=15THENHE=1 : Q= 1 : G0SUB1060
1040 RETURN
1050 IFHE=10R (TA=14AND (D ( 1 ) =OORD (2) =
O) ) THENRETURN570
1060 T(Q)=0:ST(Q>=RND(Q)*3+1:D(Q)=0
1070 X (Q) =RND ( 1 ) *1 100+500: IFX (Q) -X>-
16ANDX (Q) — X<256THEN1070
1080 TFHE=1THENST ( 1 ) =0: D (2) =1 : X (2) =3
mmm
■ • ■' :
-
START IN THE NEXT LE
Ms
MmM
,111
"■ y > ' '■
000
RETURN
REM * You won *
INTERVALON: F0RQ=1T02000: NEXT
G0SUB1220: J=0
7A - T c; , ri , l l ooo 4,33> ~ <231 ,63> ’ 1 »BF:LINE(
26,35) (229,61) , 1 1 , B : C0LQR9: PSET (96 ,
3 7 , 1 : pR 1 NT £ ! , Y ° u WQN .. . colqr 1 3 : pR j ^
2 f PR I NT£ 1 , - PRESS ANY KEY T0 " ! C0L0R
VEL"
1140 LINE (80, 160) -(179, 168) ,6,BF-C0L
□Rl: PSET (87, 161) ,6:PRINT£1 , "BONUS: “•
- C0L0R15: PRINT£1 , SV*2000: SC 1 =SC 1 +SV*
2000 ‘
SV=2: GOSUB 1520
F0RI=1T050:K$=INKEY$:NEXT
K$=INKEY$: IFK$=" "THEN1170
INTERVALOFF: BEEP: RETURN1 30
REM * Crash *
__ S0UND0 » 0s SOUND 1 ,5:S0UND2,0:S0UN
D3 ,13: S0UND4 , 255 : S0UND5 ,15: S0UND6 30
: S0UND7, O: S0UND8, 16: S0UND9, 16: SOUND 1
0UND12°56 D11 ,0:S ° UND12,5:S0UND13,0:S
1210 RETURN
1220 F0RJ=0T013: PUTSPRITE J , (256,192)
,0,20: NEXT: RETURN
4 , BF: GOSUB 1230: GOTO 160
1470 REM * Write score on screen *
1 480 SCREEN2 : COLOR 15:LINE(0,0)-( 255
32) ,1,BF: LINE (0,1 81) -(255, 191) ,1,Bf’
Jmc?-7 P ?^T <31 ,0> ’ 1:PRINT£ 1 , “RADAR: " : L
I ^n ( ^!°i^ <105,30> ’ 15 »B:DRAW”cl5bml5
, 28u2d 1 r 80u 1 d 2 "
1500 PSETdll ,0) , 1:PRINT£1 , "AMMU: " : G
0SUB1 600: PSET (111, 15) , 1:PRINT£1 , "TAN
1510 PSET (7 , 183) , 1 : PRINT£1 , "SCORE:
LIVES: TOP: " : GOSUB 1520: GOSUB 15
60 : GOSUB 1 580 : RETURN
1 520 A$= " 000000 " : B$=STR$ ( SC ! ) : Q=LEN (
B^)-1:MID^(A$,7-Q,Q)=RIGHT^(B$,Q)
1530 LINE (103-0*8, 183) -(103, 191) ,1,B
F: PSET (55, 183) , 1 : PRINTfl , A^
1 540 I FSC ! >=E X ! THENEX ! =E X ! +5000 : L I =L
1+1: GOSUB 1560
1550 RETURN
1560 C0L0R15: LINE (159, 183) -(168, 191)
, 1 , BF: PSET (151 , 183) , 1:PRINT£1 ,LI
1570 RETURN
1 580 A$= " 000000 " : BT=STR$ (HS ! ) : Q=LEN (
B^) -1 : MID* ( AS , 7-Q, Q) =RIGHT* (B$ , Q)
1590 LINE (255-0*8, 183) -(255, 191) 1 B
1^ Ann E cv?^ 7 ’ 1 83 } ’ 1 : PR 1 NT£ 1 » = RETURN
1600 SK-O: F0RJ=151T0147+ (25— SK) *4STE
P4:DRAW"bm=j; ,6r21 lu5" : NEXT: RETURN
It 1 °J 0RJ * 1 6 1 TO 1 55+ ( 1 5-T A ) *6STEP6 : DR
^ j 5 ’ 21r2el h 1 1 2glbr 2u31 2r3d 1 " :
NEXT : RETURN
1620 REM * Instructons *
1630 J=0: I NTERVALON: GOSUB 1860
1640 L I NE ( O , 0 ) — ( 255 , 36 ) , 4 , BF
i 1 i DR A W ’' clbm5 ’ 6elrl8 *ld3gll6gld20g
1 1 2h 1 u20h 1 1 6h 1 u3bm30 , 6elr 1 8-f ld25g 112
hlulOhll 10gldl0gll2hl u25bm34 , 1 Oe 1 r 1 0
•f 1 d5g 11 1 Oh 1 u5 "
1660 DRAW " bm55 ,6elr2fld4-fl2ul6elr2-fl
x 1 2h 1 u 4h 1 2d 1 6g 1 1 2h 1 u25bm80 , 6e 1 r2
* ld } 0e 1 If 3g 1 1 -f 1 Og 3h 1 Od 9g 1 1 2h 1 u25 "
A*/.
. B:,
. •' ’ v:
v>a-!' v
- Id5gll I0hlu5bml zl^lsl !di °*
°Z 1 ] *1 1 “20h 116hlu3bml60 , lilr ?s J fd 3^
9 1 ! J Oh ! u5b^2 1 1 r 1 2h ^ ®
h 1 u25 " - e 1 1 f og 1 1 f 1 Ogoh 1 0d9g 112
^ww"S5gssssris; ( 1 - 6 } • 1 = n
5: NEXT T EP2w>: PAINT ( 1 , 6) , 1
1-230 REM * Background *
of 4 ° ‘ ° > 7 ’ > - < 255 , 79 ) , 1 4 s L I NE ( 0 , 8
0)-(255, 180) , 10, BF
t mc° , PRESET ( 0 ’ 7 1 } : FOR I =0T0255STEP8 : L
INE— ( I +4 , 68+RND ( 1 ) *10) , 14:LINE-(I+8
( 1 ) * 10> ’ 14: n FXT: PAINT (0,78) ,14
1260 G0SUB1290
1 1 ?n°,^ A ^ , ? m40 ’ 180cl 2<n60, 155m90, 150m
1 70 , lo0n>200 , 1 55m220 ,18011 80bml 22 , 1 49
clml^.5, 126r 10ml38, 1491 16": PAINT (45 1
Z? • J? 8 PAINT ( 125, 148) , 1 : CIRCLE (130: 1
F?Ui 5 i , a^T , ;? :PAINT(130 ’ 176) il*CIRCL
^ 1 ( i 30 ’J® 0> >31 > 1 m 3 - 1 6 , . 7 s PUTSPR I TEO ,
( 1 2 o , 7 1 ) , 1 , 0
1280 RETURN
290 PRESET (0, 106) : F0RJ=0T0255STEP24
LINE— ( J+24, 104+RND ( 1 ) *4) , 4s NEXT
. 1 . 3 ?^ PRESET <0 ’ 1 16) :F0RJ=0T0255STEP24
s LINE ( J+24 , 1 14+RND ( 1 ) *4) ,4: NEXT- P AT
NT (0, 107) , 4: RETURN -"txr.PAI
1310 REM * Tank reach headquarter *
1320 S0UND7 , 56: PLAY"o4-f dge-f dge-f dge-f -f
R1 ?p-F^ 2 a ’ 40) ~ (231 ^8 ) ,12,BFs COLO
R 1 - P-ET ( 43 , 4 1 ) , 1 2 s PR I NT£1 , " TANK RE AC
H HEADQUARTER" ftL
1340 F0RJ=1T09999: NEXT
1350 SCREEN2: G0SUB1470
180> ’ 10 .BE:LINE
\ 3 ™ RRE ^T < 7< ?,79) : F0RJ=79T0255STEP8
n L Io E D K,^ +4 ’ 68+RND <D*10), 14: LINE— ( J +
( 1 } * 10) ’ 14:NEXT = PAINT (100, 78
) , 14: G0SUB1290
aV 1 ^-l 32 ’ 82 ’ “ ‘ 55 ’ 72 ’ ’ 1 5 ’ BFs L I (
vi! 7 ?. 37,761 . 1, BF: LINE (52, 74) -(50,
76) ,l,BF: LI NE(42,82)-(45,74) ,1,BF
DRAW “ c6bm30 , 72e5r 16F5I 26" : PAINT
(•^u, 71 ) ,6
l 400 F0RJ=255T01 30STEP- 1 : PUTSPR I TEO ,
» 7 0> i 1 , ST ( I ) +ST ( I ) — 1 : F0RQ=1T040: NE
A IU, J
TR 1908 P0RJ=122T055STEP— 1 : PU
TSPRITE1 , (J ,71 ) , 1 , 17 :F0RQ=1T010: NEXT
lx j J
1420 SQSUB1190:PUTSPRITE1, (28,69) 6
9: PUTSPR I TE2 , ( 36 , 7 1 ) , 6 , 9 : PUTSPR I TE3 ,’
(41 ,68) ,6,9: F0RJ=1T03000: NEXT
1 a 3 ai (8,40> ~ <247,56) ’ 12 , BF: PSET (
16,41) ,12: COLOR 1 : PRINT£1 , "YOUR HEADQ
UARTER IS DESTROYED" : PRINT£1 "
AND YOU LOSE A LIVE"
1440 S0UND7 , 56 : PLAY "o4f edf edgdtegg «
1 4vj0 L I -L I - 1 : GOSUB 1 560 : FORJ = 1 T09999 •
NEXT: I FL I =0THEN850 TU9999.
- GQ S , UB 1 220 : LINE (0,33) - (255, 180)
1 700 DRAW'bmlOO , 63r40u31 20d3r 30u5r5u
5r 1 0u21 10u21 10d212d5r2u5br4bdlr3bl7d
6r 4d5r 1 0d35r 80d201 200g 1011 0e30r 11016
Ou 1 3m7 , 73u 1 Om 1 00 , 75u 1 2bm45 , 1 23r 1 85bm
238, 139m217, 157bm70, 160rl40bm37, 140m
64, 158bml20, 1 1 Iu7r2f Id3r5u4r5f 4g41 5u
415d3gll2"
1710 CIRCLE (45, 133) , 10: CIRCLE (45, 133
) , 3 : C I RCLE ( 230 , 1 33 ) , 10: CIRCLE (230, 13
3) ,3: F0RI=70T0210STEP20: CIRCLE ( I , 153
) ,7: CIRCLE (I , 153) , 2: NEXT: F0RI=80T021
0STEP30: CIRCLE (I, 127) ,3:PSET(I , 127) :
NEXT
1720 C0L0R12: PRESET (47,40) :PRINT£1 , "
BY JACOB L. (C) 1986"
1730 C0L0R8: PRESET (71 , 183) :PRINT£1 , "
I NSTRUCT I ONS ( Y/N ) ? "
1740 F0RI=1T050: K$=INKEY$: NEXT
K$=INKEY$: IFK$=" V THEN 1750
I FK^= " y " ORK^= " Y " THEN 1 790
I FK$= " n " ORK$= " N " THENRETURN
GOTO 1750
INTERVALOFF: BEEP: CLS: REST0RE216
1820
1830
DRAW" bm55 , Or 1 44g51 1 34h5d30r 1 44u
30g5d20-f 5h51 134g5e5u20" : C0L0R3: PRESE
T ( 83 , 1 2 ) : PR I NT£ 1 , " TANK ATTACK " : COLOR
15: PUTSPR I TEO, (20,8) , 5 , 8: PUTSPRITE1 ,
(219,8) ,5,7
1810 F0RI=35T0172STEP9:READA$
PRESET (7, I) : PRINT£1 , A$: NEXT
C0L0R7: PRESET ( 79 , 1 83 ) : PR I NT£ 1 , "
any key"
FOR 1=1 T050 : K$= I NKEY$: NEXT
K^= INPUTS ( 1 ) : RETURN
REM * Tune *
J=J+ 1 : IFJ>4THENJ=4: RETURN
A$="cc. a 16a. al6a4acc. a 16a. al6b-
■f 1 6e . 1 1 6g . a 1 6b - . o5d 1 6d . c 1 6co4bo
5c ■ o4b — 16a. g 16a4-f 4-f . f 16-f . el6d4b— 4b— 4
r8o5dd. cl6ccc. o4b — 16b-eg-f -f -f -fr8"
1890 S0UND7 , 56 : B$=M I D^ ( A$ , (J-l)*32+l
,32)
1 900 PLAY " m5000s 1 1 8x b ^ ; "
1910 RETURN
1920 REM * Sprites & machinecode *
1 930 RESTORE 1 980: FORSC ! =6 1 440 ! T06 1 56
9 ! : READ J : POKESC ! , J : NEXT: DEFUSR=61 442
! :DEFUSR 1=6 1493!
1940 FOR 1=1 4336T0 1 47 1 4
1 950 READA* : VPOKE I , VAL ( " 8th " +A$ ) : NEXT
1960 FOR 1=1 4752T01 4880STEP32: FORJ=OT
07 : READA^ : VPOKE I + J , VAL ( " 8<h " +A$ ) : NEXT
J,I
1970 RETURN
1 980 DATA9 ,7,38, 240 ,46,0,70,35,126,1
28.71 . 126.46.223.38.23.17.32.0. 25.16
,253,87,6,31,14,153,205,101,240,95,4
3,205, 101,240,35,205,114,240,43
1990 DATA16, 245, 123,205,114,240,43,2
1 . 175. 186.32.227.201
2000 DATA38 , 240 ,46,0,70,35,126,46,22
4.38.23.17.32.0. 25. 16.253.87.6.31 . 14
, 153,205,101,240,95,35,205,101 ,240,4
3,205,114,240,35
2010 DATA 16, 245, 123,205, 114,240,35,2
1 , 175,186,32,227,201 ,243,237,105,237
,97,13,0,0,237,120,12,251 ,201
2020 DATA243 , 237 ,105,8,124, 246 ,64,23
7.121.8.13.237.121 . 12.251 .201
HHH
mm
•A*.V
' .• • #•
Wv W
30 DATA01 ,01 ,01,01 ,01 ,01 ,0,-f c , -f c ,0
,01,01,01,01,01,01,80,80,80, 80 , 80 , 80
, 0 , 3-f , 3-f , 0 , 80 , 80 , 80 , 80 , 80 , 80
2040 DAT AO , 0 , 0 , 07 , -f -f , -f -f , 07 , 7-f , -f f , i -f ,
80 , 7f , eO , ed , 4d , 3-f , 0 , 0 , 0 , eO , eO , eO , eO ,
fe,ff ,-ff ,01 ,fe,07,b7,b2,-f c
2050 DATA01 , 0 1 , 0 1 , 07 , 06 , 06 , 07 , 7-f , f -f ,
-f -f , 80 , 7-f , eO , ed , 4d , 3-f , 80 , 80 , 30 , eO , 60 ,
60,e0,f e,-f f ,-f -f ,01 , -f e , 07, b7 , b2 , f c
2060 DATAO ,0,0, 0 , 03 , 3-f , 03 , 1 -f , 3-f , 20 , 1
-f , 30 , 15 , 0-f , 0 , 0 , 0 , 0 , 0 , 0 , eO , eO , eO , -f c , f
e, 02,f c ,06,54, f 8,0,0
2070 DATAO ,0,0,0, 03 , 03 , 03 , 1 -f , 3-f , 20 , 1
-f ,30, 15, Of ,0,0, 0,0, 80, 80, 60,60, eO,fc
, f e , 02 , f c , 06 , 54 , f 8 , 0 , V
2080 DATAO ,0,0,0,0,07,01, 07 , Of , 07 , Od
, 07 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , O , 0 , cO , cO , f O , f 8 , f 0
, 58 , f 0 , 0 ,0,0, 0
2090 DATAO , O , 0 ,0,0,01, O 1,07, Of , 07 , Od
, 07 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 80 , 40 , cO , f 0 , f 8 , f
0, 58, f 0,0, 0,0,0
2 1 00 DATAO , 7f , 02 , 07 , 3f , 47 , c7 , f f , f f , 7
f ,3f , 12,92,7-f , 0,0,0, f 0,0,81 ,c3,ff ,eO
, cO , cU , SO , , O , O , 30 , 0 , 0
2110 DATAO , Of , O , 8 1 , c3 , f f , 07 , 03 , 03 , 0 1
| , 0 , 0 , 0 , 01 , 0 , 0 , 0 , fe,40,e0,fc ,e2,e3,ff
, f f , t e « t c ,48, 49, fe, 0,0
2 1 20 DATAO , 02 , 02 , 40 , 24 , 07 , 4f , 1 d , 2f , O
f , 7f , 08 , 0 4 , 02 . O , O , 0 , 20 , 02 ,84,88, f 0 , f
4 , f 0 , f O , dc , f 2 , 23 , 24 , 22 , 0 , 0
2 1 30 DAT A 80 , 80 , 60 , 80 , 80 , 30 , 30 , 80 , 80 ,
80,80,30,81 ,31 ,87,87,02,02,02,02,02,
•: f \- j I** - ' *"7 f 1“ J A’"? ' I M
mi 02 , ---i 5 , - J ^ 7 ?
02 ,c2,c2
Bill 2 1 40 DATAO , 0 , 0 , 0 , 0 , 07 , 3f , f f , f f , 3f , 07
llllll *
0 - 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , eO , + c , f f , f f , f c ,
2100 DATA 1 8 , 3c ,7e,ff,ff, 7e ~ 3c 7 IS, 0,1
8,:.c,7e,7e, 3 c,13,0,0,0,18,3c,3c,18,0
f l " ’ ° * u ° *18,18, 0 ,0,0,0, 0 ,0,0, 08 ,0,0,
ci.&v DATA "In this game you 'r
■-tro
170 DATA "the last cannon, which
top "
180 DATA"the enemy army from reachi
g"
2190 DATA"your general staff's headq
uar-" ^
220 ° DATA "ter .It can move foreward a
nd 11
2210 DATA "backward on a long rail, an
d you"
2220 DATA"have a radar, so you can se
e the"
2230 DATA "whole battl ef ield. You must
hi t "
^ n <J ^^A" 15 tanks and one helicopte
2250 DATA"bef ore you can go on to th
e
^.^.60 DATA "next level, where the enemi
es"
2^7u DATA "moves quicker. You die if a
2280 DATA "shoot hits you, or a tank r
each
2290 DATA "your headquarter , but you c
S&W.WV.-A
an
2300 DATA"get an extra li
y"
23 1 0 DAT A " 5000 points."
f or ever
IF IT RUNS - WE WANT TO
message which refers to a particular line number. But
this isn’t always as useful as it sounds because it may
not be that line which contains the fault. For example,
the line may contain a READ command, but the program
will crash because of a lack of DATA for this line to
READ. The fault actually lies in the DATA statement.
For this reason you must take particular care over
DATA entries. Some programs can contain a couple of
hundred numbers and strings in DATA lines. Miss out
just one item, or one comma, and the program will fail
through DATA starvation.
Make sure you are entering exactly what is shown in
the listing. Don’t type a zero when it should be the letter
O, or a small I when it should be the number one.
REM statements can usually be omitted, which saves
time and effort. But they do help to explain what is going
on. That’s handy when you come back to a program
after a break and want to make some changes. And
watch out for GOTOs. If one of these commands directs
the program to a REM line which you’ve omitted, the
program will crash.
If, in the end, you still can’t get the program to work,
then let us know. But PLEASE WRITE, don’t telephone.
It’s virtually impossible to de-bug a program over the
phone, and the intricacies of a program are usually
known only to the original programmer, who is never
around to answer your questions!
As you grow more familiar with your micro, and
become confident that you can produce a game or
program of interest to all our readers, why not send it in?
But we have to insist on tape or 3.5 inch disk copies, as
we haven’t the time to type in programs ourselves.
Your covering letter should include instructions on
how to use or play the program, as well as a brief
description of any interesting programming techniques
and a list of the main variables.
We will, of course, pay for any listings we print, exactly
how much depending on the quality of the program —
NOT the length!
Entering your listings
Most of the (fortunately few) complaints we get about
listings can be traced to incorrect typing of the program.
So it’s worth making a few points about how to enter
listings, and problems to watch out for.
Sometimes you will see a row of letters or other
characters in a PRINT statement. This happens when
the program, as supplied, contains graphics characters
which our printer doesn’t recognise. If the particular
character is important then we’ll tell you what it should
be in the introduction to the program.
When a program crashes, you will often get an error
V
pH . 1 Wm
Send your hig| $cores to: High Scores. MSX Computing. 38-42 Hampton
Road, Teddington, Middlesex TW1 1 OJE
Game
Name
Alien 8
Andrew Talbot (Bridlington)
Alpha Blaster
Mohamad Shuib (Pontypridd)
Barnstormer
Graham Dixon (Lincolnshire)
Battleship Clapton II
RS Clark (Bradford)
Beamrider
Sean Baxter (Qyfed)
Blagger
Euan Marshall (Epping)
Boom
Christopher Swain (Kent)
Boulderdash
Alan Jones (Streatham)
Bounder
Johan Karda (Nonway)
Boxing
Philpott (Chaddesden)
Buck Rogers
Neil Macfall
Centipede
Tracy Randles (Penrion)
Chiller
Martin Allen (Weybridge)
Choro Q
Scott Fielding (T ruro)
Circus Charlie
Ian Bucklow (Worksop)
Disk Warrior
Chris Needham (Banstead)
Dogfighter
Neil Sims (Derbyshire)
Elidon
Andrew T albot (Bridlington)
Eric and the Floaters
Sean Baxter (Dyfed)
Finders Keepers
A. Munro (N. Yorks)
Fire Rescue
Mark Lowles (Greenock)
Flight Deck
D. Booth (Southampton)
Fruity Frank
Lesley Robinson (Blairgowrie)
Galaga
Gary Barnes (Holland)
Ghostbusters
Laurence Burke (Ireland)
Golf
Joseph Gleeson (Ireland)
Gridtrap
Lynn Scott
Gunfright
Neil Aldritt (Parkhurst)
Heist
Ashok Ras
Hero
Gerry Van Cleef (Holland)
Highway
Dermot Long (Ireland)
Hopper
Christopher Rutherford (Hexham)
Hotshoe
Dan Gavik (Denmark)
Hunchback
David McEwan (Lanarkshire)
Hustler
Derek Powers (Milton Keynes)
Hyper Rally
Dermot Long (Ireland)
Hyper Sports 1
Mark Bosselli (Kenton)
Hyper Sports II
L Henry (Battersea)
Hyper Sports III
Richard Reynolds (Brampton)
Hyper Viper
Helen Carter (Mkt Weighton)
International Karate
Ian Povey (Nowan)
Jet Fighter
Andrew T albot (Bridlington)
Jet Set Willy II
Sally Wood (T urkey)
Kings Valley
Paschal Wilson (N. Ireland)
Knightmare
Morten Sorink (Norway)
Lazy Jones
Mark Sutton (Rayleigh)
Les Flics
Rob Cranston (Northampton)
Le Mans
Jacob Poviah
Manic Miner
W. Wither (Scotland)
Maxima
Les Lynch (Worsley)
Monkey Academy
Michael Masson (Fraserburgh)
Mopiranger
Ian West (Aylesbury)
Mutant
Mark Drabwell (Essex)
Nightshade
Paul Grave (Caithness)
Ninja
Marion Worsley (Orpington)
Oh Mummy
Paul T ooke (Whitley Bay)
Oh No!
J C Ledesma (London)
Oil’s Well
Andrew T albot (Bridlington)
Panic Junction
A. Stubbs (Warrington)
Pastfinder
Daniel Goodwin (Evesham)
Pillbox
Roger Worsley (Orpington)
Pinball
A Baker (London)
Pitfall II
Arild Tonnessen (Nonway)
Polar Star
P. French (Walsall)
Punchy
William Sanchez (Gibraltar)
Price Magik
Barrie Fleming (Glasgow)
Score
Stage
49%
89,235
279,955
12
97,300
133,380
25
231 ,520
99,240
34
59,848
F/4
286,726
5
—
10
310,900
6
53,795
7
33,481
42,380
1,198,460
105
1 ,400,000
10,100
94%
1,844,160
1 8,323
29,540
6,410
21 ,000
244,010
$999,900
28 under par
558,120
$150,000
51
384,201
692,120
Pro
339,360
4
100,050
3
187,575
19
2,700,000
8 shots
239,500
2,050,800
51
500.500
59,713
1 27.500
999,999
214,950
1 20 objects
5,642,600
928
238,020
1 49,650
1 00,200
42,530
8
117,321
52
211,120
120
305,300
620,400
44
737
7
137,000
13%
23,550
5,030
76,250
1 98,400
14,919
10
24,205
2,800
3
1 ,240,680
1 99,000
289,990
8
6,959,870
12%
18
v yj&vv.yAjiV.vW.v.
Game
Name
Score
Stage
Pyramid Warp
Marcus Sear (Botley)
820,758
River Raid
D. J. Cowell (Blackburn)
73,450
38
Road Fighter
Richard Cobelli (Faversham)
998,675
7
Roller Ball
A Baker (London)
3,120,180
Sasa
Nigel Sims (Derbyshire)
200, 1 95
Scion
Gary Barnes (Holland)
67,900
Soccer
David Orpington (Camberley)
40-0
Space Walk
Stephen McCloskey
1 ,846,200
Spooks and Ladders
Helen Carter (Mkt Weighton)
189,930
79
Step Up
Mick Bedwell (Whitstable)
60,250
Stop The Express
Johan Kovda (Nonway)
7,360
2/2
Super Cobra
Ian West (Aylesbury)
501,100
62
Sweet Acorn
Brian Richardson (Ossett)
6,348,460
240
T ennis
Mark Drabwell (Essex)
6-0, 6-0
The Snowman
Ole Morten Finnset (Norway)
36,510
The Wreck
Niclas Penn Shog (Sweden)
23,975
Time Bandits
K. Baird (Beaumont)
9,990
8
Time Curb
Amy Louise Goulsbra (Lines)
1 76,050
Time Pilot
Uilam Vu Ong (London)
689,000
T rack and Field 1
V. Williams (Kirkby)
266,640
Track and Field II
Martin Green (London)
500,300
Turmoil
Peter Bell (Hexham)
1 1 ,740
Vacumania
T ony Watson (Boroughbridge)
22,340
Valkyr
Martin Green (London)
23,975
'JB
r (s
..
<Avwvi
MSX West
C/0 Mark Smith
14 Beech Hill
Wellington
Somerset
Tel : N/A
Yamaha DX/MSX
Users Club
C/O Tony Wride
PO Box 6
Ripon
North Yorks HG4 2QT
MK-MSX
C/O Jeff Whiting
8 Blackheath Crescent
Bradwell Common
Milton Keynes
MK13 8AD
Tel: (0908) 674065
MSX Link
C/O David Webb
1 1 Ayscough Avenue
Spalding
Lincolshire PE1 1 2QB
Tel: N/A
The MSX Club (Wales)
C/O P J Morgan
230 Dunvant Road
Swansea
West Glamorgan SA2
7SR
The MSX Computer
Club
C/O Dean Adams
1 73 Hampden Way
Southgate
London N14
MSX User Group
C/O Andrew Phillips
Room 5
1 4 Moor Street
Ormskirk
Lancashire
Memory Alpha
C/O Ross Carter
1 6 Mayfield Road
North End, Portsmouth
Hampshire
Tel: (Portsmouth)
696543
MSX Users’ Club
C/O VW. Warren
32 Stafford Road
Great Yarmouth
NR31 OEX
MSX’r
C/O Tony Brown
23 Hall Street
Foham
Cambridgeshire
CB7 5BN
Tel: N/A
I I M. ■
MSX Ireland
j C/O Liam Lynch
84 Orchardville
Crescent
Finaghy Road North
Northern Ireland
BT1 0 0 JT
Kuma Computers Ltd., Unit 12, Horseshoe Park
Horseshoe Road, Pangbourne, Berks RG8 7JW.
Please send full catalogue on MSX products.
Name ..
Address
Phone
MSX Computer
I own a
MSX/12/86
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\\
AT LAST YOU CAN GET TOP QUALITY
GAMES AND EXCITEMENT FOR YOUR MACHINE
SUPER CYCLE
You're sitting on 750 cc's of screaming
machine and it's you and your cycle
against the road, the curves the other
motorcycles and the clock.
It takes guts and skill - racing was never
so fast and furious.
It takes split second timing, fine judge-
ment, and nerves of steel. Hesitate, and
there's no way you’ll win. Act rashly, and
you’ll crash.
You race through progressively harder
courses. Finish successfully, and you get
to try the next one. But don’t push your
machine too far.
SUPER CYCLE, the challenge - have you
got what it takes to win it all?
Cassette
CYBERUN
In the dark reaches of the Amobeus
Nebula stands the isolated senes of stars
and planets, the Beta Gamma System.
Once the Cybertron is free from the
Antiplasmic Lattice, and becomes
exposed to positive matter Space, it
crystallises to form Cybemite, the
hardest substance in the known
Universe, resistant to all forms of heat
and energy, allowing the wielders to
mine the greatest form of energy ever,
the Stars. Those who control the
Zebarema, can control the Galaxy.
The command module is ready and
awaits only the pre-launch computer
checks to secure Lift Off
And so begins the greatest journey of all
time, the race through Space for
command of the Universe.
THE CYBERUN...
Cassette 1 2
THE BIGGEST GAMES EVER ON MSX
WINTER GAMES
The Moment of Truth.
You're an athlete at the 1988 Winter
Games at Calgary, Alberta Canada.
You're about to move across snow and
ice with as much speed, strength,
endurance and grace as you can muster
in the blustery cold.
Enter into competition in the world's
foremost amateur sports spectacle. You'll
match your skills against the top athletes
from a hundred countries in Bobsled, Ski
Jump, Figure Skating, Freestyle Skating,
Hot Dog Aenals and the Biathlon.
Compete against the computer or your
fnends and family. One to eight players.
Cassette
GAUNTLET
The ultimate role playing fantasy
game.
Enter the world of monsters and mazes.
Travel the path of mystery and combat
as Thyra the Valkyne, beautiful and
fearless; Thor the Warrior, bold and
brave; Questor the Elf. impish and
cunning; or Merlin The Wizard, mystiqaj
and wise.
Your way is barred by an array of
monsters and legions of enemy beings
but they are not your only foe in the quest
for food, treasure and magic potions -
your fellow players compete in search
of the same good bounty.
Cassette
Coming Soon -
Head - “The all time classic”.